Story of Film – Episode 1 – Birth of the Cinema

CC Image Story by Quinn Dombrowski at Flickr


The following material is from Wikipedia.


1895-1918: The World Discovers a New Art Form or Birth of the Cinema

1903-1918: The Thrill Becomes Story or The Hollywood Dream

A Day in My Life

CC image clock #2 by Kaz_Ngo at Flickr


For this project I was required to record how much time I spend on each activity/thing I do for 24 hours, and then to make a short documentary explaining how I use my time with visual aids such as pie charts and pictures. The purpose of this project was to show how my time is being spent, and to help me with my time management skills.


CC image Font at Flickr

Color Palette

CC image Color Palette at Flickr

Pie Chart

CC image Pie Chart 2 at Flickr


Hi, I’m Sam. A day in my life can get pretty busy and sometimes messy if I don’t use my time well, but my average day looks something like this. As you can see, school takes up the largest portion of my day. This isn’t surprising as I’m at school for almost 7 hours. The second biggest chunk in how I spend my time is sleeping, which also makes sense. I have to sleep a lot, especially during the soccer season, or else I physically wouldn’t be able to get through my days. One thing that did surprise me is that I spend more time playing soccer and working out (12.5%) than I do doing homework (10.4%). I’ve always thought that I spend way more time on my homework than my athletics, but after mapping out my day I guess I don’t. I’m not sure if this is a bad thing or not, but it is surprising. I also spend a good portion of my time doing nothing productive, or my leisure time. Usually during this time I will read a book, watch Netflix, or mess around on my phone. My leisure time isn’t taking up too much time in my life, and I don’t think I would change it as leisure time is important and helps to minimize stress. Finally, the last 3 portions of my day are spread out in my daily routine, which is like getting ready for school, chores, and more, transportation, either by bus or car, and eating food. I spend just as much time doing my daily stuff as I do my leisure time, which I think is interesting. Both take up 8.3% of my day. Transportation only takes up 6.3% of my day, which isn’t that surprising, as I only am traveling places in the morning on the bus and in the afternoon when my parents pick me up from soccer. Lastly, I spend the least amount of time on eating food. I don’t usually eat breakfast, lunch is only a half hour, and once I get home my mom will make dinner but my family doesn’t do big family dinners very often. I usually will eat in about 15 minutes and then get back to whatever I was doing. If I could I would change this so that I ate breakfast in the morning, as I know it’s unhealthy not to, and I would spend more time eating dinner with my family. All in all, I have learned that I spend a whole lot of time on soccer, school/homework and sleeping, and it might be time to focus more on the time I spend with my family and less on my leisure time or my daily stuff. And that’s a day in my life!

Audio Editing

CC Image audacity screenshot at Flickr


CC Image storyboard 1 at Flickr
CC Image storyboard 2 at Flickr

Video Editing

CC Image premiere screenshot at Flickr

The Documentary

What I Learned

For this project I learned how I spend my time in 24 hours, how to make a slideshow in Premiere Pro, how to edit audio in Audacity, how to make a color palette and use it for a pie chart in Google Charts, and finally, how to be a better public speaker (some notes on how to increase your presence when speaking are listed below). This project showed me that I spend a lot of time sleeping, going to school/doing homework, and playing soccer, and that I don’t spend enough time with my family. It also helped give me skills necessary for presenting in Premiere Pro. One problem I had to solve was figuring out how to make the roll on the credits at the end of my video go faster so it flows better. I Googled my problem and found a tutorial which showed me how to solve it, and the tutorial is linked below.

Public Speaking Notes

  • We are influenced by non-verbals
  • Non verbal expressions of power dominance
    • Making yourself big
  • When feeling pride/victory we open up, lift arms in V
  • When feel cowardice, we close up, hunch shoulders
  • Our nonverbals govern how people think and feel about others and ourselves
  • Our minds change our bodies
  • Do our bodies change our minds?
  • Powerful people have less cortisol and more testosterone
  • Changing your poses into powerful or powerless poses change your mental state
  • “Tiny tweaks lead to big changes”
  • “Fake it until you become it”
  • 7 things we need to get rid of when talking:
    • Gossip
    • Judging
    • Negativity
    • Excuses
    • Dogmatism
    • Lying
    • Complaining
  • 4 things to bring when you do talk:
    • Honesty
    • Authenticity
    • Integrity
    • Love
  • To increase how you’re heard change your:
    • Register
      • Speak from your chest
    • Timber
      • Sound smooth and warm
    • Prosody
      • Don’t be monotone
    • Silence
      • A little bit of silence when speaking isn’t bad, and it doesn’t hace to be filled with um’s and ah’s
    • Pace
      • Slow down to emphasize points
    • Pitch
      • Higher pitch = more intense
    • Volume
      • Louder = more excited/intense

Tutorial I Followed

Contrast and Affinity: Space


For this project we were assigned to create a film of our choice. The film could be made any way we like, but each individual had to focus on a certain element of film. I chose the element of space. Our final product is a short film called What Everyone Needs, and in it is evidence of controlling the cinematic element of space.

Terms and Concepts

Part One: The Primary Subcomponents

1. Deep Space

  • The Depth Cues
    • Perspective
      • One-Point Perspective
      • Two-Point Perspective
      • Three-Point Perspective
    • Size Difference
    • Movement
      • Object Movement
      • Camera Movement
    • Textural Diffusion
    • Aerial Diffusion
    • Shape Change
    • Tonal Separation
    • Color Separation
    • Up/ Down Position
    • Overlap
    • Focus
    • 3D Pictures
2. Flat Space
  • The Flat Cues
    • Frontal Planes
    • Size Constancy
    • Movement
      • Object Movement
      • Camera Movement
    • Textural Diffusion
    • Aerial Diffusion
    • Shape Change
    • Tonal Separation
    • Color Separation
    • Up/ Down Position
    • Overlap
    • Focus
    • Reversing the Depth Cues
      • Certain depth cues can be reversed and used to create flat space.
        • Tonal Separation
        • Color Separation
        • Textural Diffusion
        • Size Difference

3. Limited Space

  • Limited space is a specific combination of deep and flat space cues.

4. Ambiguous Space

  • Lack of movement
  • Objects of unknown size or shape
  • Tonal and texture patterns (camouflage)
  • Mirrors and reflections
  • Disorienting camera angles

Comparing the Four Space Types (Examples)

  • Deep Space
  • Flat Space
  • Limited Space
  • Ambiguous Space

Part Two: The Frame

1. Aspect Ratio

  • The Film Frame Aspect Ratio
  • The Digital Frame Aspect Ratio
  • The Screen Aspect Ratio

2. Surface Divisions

  • Dividing the Frame
    • Halves
    • Thirds
    • Grids
    • Square on a Rectangle
    • The Golden Section
  • The Surface Divider
    • The Purpose of Surface Divisions
      1. Emphasize similarities and differences between objects
      2. Help direct the eye
      3. Alter pictures fixed aspect ratio
      4. Can comment on story situation

3. Closed and Open Space

  • Closed Space
  • Open Space
  • Large Screens
  • Strong Visual Movement
  • Elimination of Stationary Lines

4. Contrast and Affinity

  • Remember principle of contrast and affinity can occur from start to finish or from sequence to sequence

Films to Watch

  • Klute
  • Don’t Look Now
  • American Beauty

Controlling Space Production

Video Without Commentary

Video With Commentary


What I Learned

For this project I learned all about how to control space cinematically. The main way I altered space for effect was by emphasizing longitudinal planes.

Film Sound Design Project

CC image Consola de Audio by Elias Estrada at Flickr


For this project we were given a video without sound and told to research how to make our own Foley to add to the video. We then went around the school doing random things like kicking a trash can or shaking a tree to get the sound effects we needed to add to the short video. We used Premiere Pro and Garage Band to edit the audio and attach it to the video.

Film Before Foley and Sound Effects

Film After Foley and Sound Effects

Some sounds and how we made them:

  1. Rumbling of earthquake was made by two people pounding repeatedly on a wall that gave off a hollow sound
  2. Screeching of train breaking was made by recording a door squeaking in Mr. Leduc’s room
  3. Shaking of trees was made by recording us shaking a tree
  4. Crackling/popping of wires was made by recording someone stepping on a candy wrapper
  5. Train steam after earthquake was made by people blowing into the microphone

Sound Library

File folder with sounds labeled accordingly

Audio Signal Chain Notes

“Sound is Half the Picture” – Steven Spielberg

Signal Chain – At the source a microphone converts sound energy into analog electric signals. This signal is carried down a cable and into a preamp on an audio recorder or camera where it is converted into a digital file.

Recording Devices

Single System Setup (Combined Video and Audio Production) – Audio is fed directly into the camera and recorded with the image.

  • ADVANTAGE: Recording audio with video means there is no need to sync up the footage in post production.
  • ADVANTAGE: This can be a huge time saver especially in tight turnaround situations like the news or documentary.
    • With a camera designed for broadcast that has a robust and professional audio inputs and a preamp, the single system also avoids the cost purchasing additional recorders.
  • DISADVANTAGE: If you don’t have a camera with high quality audio inputs, like a DSLR camera the sound quality will be lower.

Double System Setup (Video and Audio Production) – Sound is recorded into a dedicated (it just records sound) audio recording deck, like a Zoom or Tascam.

  • Sound from the camera is still recorded if it’s available but used as a sync or scratch track.

Sync / Scratch Track – Audio recorded with the camera at the same time as an audio recording deck.

  • The camera audio is used as a sync or scratch track to line up the video with the audio from the audio recording deck.

Double System Quality

  • ADVANTAGE: It does not have to be attached to the camera.
  • ADVANTAGE: Higher audio quality.
    • Digital audio recorders have some great features that make for better recording.
  • ADVANTAGE: Higher sampling rate.
    • When an analog signal is converted to digital, the smooth analog curves of the wave signal have to be quantized
  • DISADVANTAGE: You will have to sync the audio in post production, but you can use slates to line up the audio on each shot or use sync programs, so long as you record a scratch audio track on your camera.

Slate or Clapperboard – A device used in filmmaking and video production to assist in the synchronizing of picture and sound, and to designate and mark particular scenes and takes recorded during a production.

Quantized – Analog sound wave that is split up into samples with the amplitude, or height of the wave (bit depth), measured.

Sampling Rate – Number of times the wave form is sampled, per second, determines how accurate the digital representation matches the original analog waveform.

  • More measurements = more accurate sound reproduction.
  • Measured in kilohertz (1000 Hertz) – not to be confused with the frequency or pitch of a sound wave.

Analog Signal – Analog recording methods store signals as a continuous signal in or on the media.

  • The signal may be stored as a physical texture on a phonograph record, or a fluctuation in the field strength of a magnetic recording.
  • This is different from digital recording which digital signals are represented as discrete numbers. –

Sample Rate Values (Low) – 11 kHz – 11,000 times per second.

  • Used for low quality internet voice transmissions.
  • DISADVANTAGE: Doesn’t sound very good, but barely OK for voice.
  • ADVANTAGE: Small file sizes.

Sample Rate Values (Middle) – 44.1 kHz – 44,100 samples per second

  • Used for CD quality audio.
  • 48 kHz is the standard for digital video.
  • ADVANTAGE: 44.1 kHz and 48 kHz reproduce the full frequency range the human ear can hear.

Sample Rate Values (High) – 96 kHz. Twice the sampling rate of 48 kHz

  • ADVANTAGE: The extra resolution just sounds better to many.
  • 96 kHz seems to be more translucent than 48 kHz.
  • ADVANTAGE: Having extra resolution makes post processing 96 kHz audio easier.

Bit Depth – How many different values of amplitude each sample can be.

  • With 16 bit audio – each sample can have one of 65,536 values – that’s 2 to the 16th power. Most professional cameras and codecs record.
  • ADVANTAGE: Dedicated audio recorders can deliver greater bit depth. They can record at 24 bit which gives each sample 16,777,216 possible values.
  • ADVANTAGE: 24 bit resolution contributes to a translucent, higher quality sound.
  • DISADVANTAGE: DSLR Camera’s, like the Canon EOS series, can only deliver 16 bit depth.

Sounds File Formats

Uncompressed WAV Files vs. Compressed MP3 Files

  • ADVANTAGE: Dedicated audio recorders also have the ability to record uncompressed or compress audio wave files.
  • ADVANTAGE: Always record uncompressed as WAV files.
  • DISADVANTAGE: Compressed audio, as an MP3, throws away a lot of useful information that will come in handy in the post processing side.
  • ADVANTAGE: Compressed audio, as an MP3 file, is about 10 times smaller than a WAV file.

The Deck

Preamp – Boost the signal of a microphone so it can be recorded.

  • Most preamps have a switch that can be toggled between line or microphone signal.
  • ADVANTAGE: Preamps in dedicated audio recorders tend to be quieter.
  • DISADVANTAGE: Preamps in cameras and cheap equipment tend to be noisier.

Line Signal – A strong audio signal usually coming from a mixing console or playback device.

  • Professional line out signals are designated as +4 dBu (1.228 volts root mean square, RMS ).
  • Consumer line out signals are designated as -10 dBv (0.316 volts root mean square, RMS).

Microphone Signal – Far weaker than line signal at only 2 millivolts (two one thousandth of a volt).

  • Preamps boost the microphone signal.
  • Preamps invariably boost noise and some preamps are noisier than others.
  • The more you pay the better the preamp.

Phantom Power – +48v supply of power down the microphone cable or line for condenser microphones.

Clip or Clipping – Looks like the top of the sound wave is being chopped off.

  • Avoid clipping at all costs.
  • 0 dBFS (decibel full scale) is set to the clipping point – the maximum loudness.

Headroom – The amount of dynamic range between the normal operating level and the maximum level, which is usually the onset of clipping <— bad bad bad.

  • ADVANTAGE: Enough headroom keeps signal from clipping
  • DISADVANTAGE: Too much headroom and there is not enough space between the recored signal and the noise floor, more noise is present in the recording.
  • SUGGESTION: Keep average level between -20 and -12 that way any sudden spikes and boost in loudness will top off at -6bB – well below the clipping point.

Sound Source and Ambient Background Separation – Recommend keeping at least an 18dB separation between ambient sound and the desired sound so that you can ensure recording a clean signal.

Analog Cables

Analog cables come in two varieties; unbalanced and balanced.

Unbalanced Audio Cable – An unbalanced cable is comprised of two wires – one serving as a ground which is the zero point for the analog signal and one serving as the hot which is the signal itself.

  • ADVANTAGE: Simplest and cheapest type of cable.
  • DISADVANTAGE: Unbalanced cables are mainly used for short runs because interference can still sneak in and create noise in the signal
  • In a shielded low voltage cable, a metal foil or braid is wrapped around the hot and acts as the ground protecting the signal from interference from outside sources.
  • They have either one of these connectors:
    • Minijack (1/8th inch or 3.5mm connector)
    • Quarter inch connector (phono plug or tip sleeve connector)
    • RCA connector and are usually mono – that is one channel of audio

Balanced Audio Cables – A balanced cables use 3 wires and have either an XLR connection (microphone connector) or TRS quarter inch connection which is tip-ring-sleeve (this connector may also be used for stereo unbalanced signals).

  • Made of three wires: ground, hot, and cold.
    • Ground wire is often the shield.
    • The audio signal goes down two wires, hot and cold, with the second signal reversed in polarity sometimes called the cold signal.
  • TRS connectors – or Tip Ring Sleeve connectors do the same thing as XLRs except instead of having 3 pins, the different signals are handled by the:
    • tip (hot)
    • the ring (cold)
    • the sleeve (ground)
  • ADVANTAGE: When the signal reaches the end of the line, the polarity of the cold is reversed and added to hot.
    • The revising cancels out any noise in the signal.
  • ADVANTAGE: Balanced cables are capable of long runs without much interference.
  • ADVANTAGE: XLR input connectors are sturdy and will hold up to a lot of abuse.


Impedance – Impedance is a measure of opposition a device has to AC current

  • Basically the combined effect of capacitance, inductance, and resistance.
  • Designated as the letter Z and measured in ohms or the Greek letter Omega.
  • Low impedance microphones, sometimes labeled Low-Z have impedance of less than 600 ohms.
  • Medium impedance mics have between 600 and 10,000 ohms.
  • High impedance is anything above 10,000.
  • ADVANTAGE: In the audio chain always go from low to high impedance.
  • ADVANTAGE: The microphone should be rated lower than the recorder or else you have degraded signal.

Microphone Placement – The first and most important thing to remember about audio recording is that sound dissipates according to the inverse square law.

  • The power of a sound wave decreases by the inverse of the square of the distance – if you double the distance between your microphone and the sound source, you reduce the power of the sound waves to a quarter.
  • Triple it, and power reduces to a ninth.
  • ADVANTAGE: Get the microphone as close as you can to the subject.

Proximity Effect – Cardiod microphones and other non-directional microphones exhibit a boost of the bass frequencies when the sound source is very close to the microphone.

Boom Mic – Booming is simply putting a microphone on a pole and holding the boom so the microphone is just out of the frame either from above or from below.

  • Often times a shotgun microphone is used at the end of the boom.

Shotgun Mic – They have a tight polar pattern like a supercardioid capsule.

  • A long interference tube that sits in front of the capsule and is what gives it a tightly focused pickup pattern.
  • Sound that travels on axis will hit the microphone capsule unimpeded.
  • ADVANTAGE: For booming outdoors, shotgun mics are a great option.
  • ADVANTAGE: Sound that is coming from the sides will be forced to go through slots and since sound waves will hit the slots at different times, they will be out of phase and start canceling each other out.
  • ADVANTAGE: The longer the interference tube, the more directional the pickup pattern.
  • ADVANTAGE: Shotguns work best when the unwanted noise is relatively different from the desired noise.
  • DISADVANTAGE: Off axis Sound from moving objects will not be filtered as well because the the wave is changing position as it is entering the interference tube.
  • DISADVANTAGE: Shotguns can behave strangely in really small rooms or in highly reverberant spaces where the off axis sound will become colored.

Lavalier and Pin Mics – Small microphones hidden on the source of sound, generally attached on or near the chest, to get sound closer to the source.

  • ADVANTAGE: Very small and can be hidden.
  • ADVANTAGE: Moves with the source of sound.
  • ADVANTAGE: Used a lot in live performances.
  • DISADVANTAGE: You just have to be concerned about unwanted rustling sounds depending on placement.

Foley and Sound Effects Terms

What I Learned and Problems I Solved

For this project the biggest thing I learned about was what Foley is and how to creatively use it to my advantage. I learned that sound effects can shape a story just as much as visual elements can, and the audio can create its own landscape all on its own. Therefore, the better sound effects and audio you have, the greater the effect it will have on the film. One problem I solved was when I was editing and adding in the sound effects to the movie in Premiere Pro, was that the video sounded really bland. To fix this I decided to add background music, but since I had never composed or made music of my own I figured out how to download free background music tracks. I added an intense track to my video and shortened it a little to fit, and even though it didn’t quite match the video it made it a lot more interesting to watch.

Fundamentals of Sound in Post-Production


  • Equalizer: A tool that boosts or cuts the amplitude of specific frequencies
    • High Shelf: When higher frequency has higher amplitude
      • Known as First Order Filter, common type of equalizer
    • Low Shelf: Lower frequency has lower amplitude
    • Pass filter: eliminates all sounds at a certain frequency
      • High pass: all high frequencies pass
      • Low pass: all low frequencies pass
    • Second Order Filter (Peaking Filter, Parametric EQ)
      • 3 settings:
        • Frequency
        • Gain
        • Q or Quality Factor
      • Notch Cut/Band Stop filter: cuts all sound out from a very small range of frequency
  • 3 Uses of equalizers:
    • Fix inadequacies in the recording
    • EQ for mixing audio
    • Make it sound better/different
      • 160 Hz – add power
      • 5,000 Hz – prescence
      • 4,000 – 10,000 Hz – sibilance
  • Dynamic Range: difference between very soft and very loud
    • Compressor: compresses space of range between very soft and very loud
      • Once dynamic range is compresses, the volume can be boosted or cut
      • Compressors help smooth out spikes in the volume
      • Makes the audio sound more powerful and louder than normal
    • Expander: opposite of compressor
  • Fast Fourier Transform (FFT): A complex algorithm that can be used to precisely manipulate frequencies
    • Too much FFT results in “chirping”
    • Can be used to take away any sound
  • Delay Filter: repeats audio by 15 ms or less you get an effect called audio combing
    • Generally avoided in the recording studio, but can be used as an effect
    • Used to create bizarre characters
    • Reverb: Sum of lots of varied echoes
      • Gives audio sense of space

ADR Project


For this project I was given a video clip with bad audio, and an audio clip with 5 different loops of better audio. The assignment was to find the good audio clip that best matched the video and sync it visually in Premiere Pro, creating a new clip. The final product is a short video with much better audio quality than the original thanks to ADR.

Film Before Visual ADR

Film After Visual ADR

ADR Terms

  • ADR: Automated Dialogue Replacement: The process of recording audio in a studio to replace the audio that was recorded on set
    • Used to fix technical problems
    • Used to replace an actor’s vocal performance
    • Used to make a TV safe cut
    • Used for creative purposes
  • Post synchronization = dubbing
  • When ADR was first being done the film would play in a loop over and over again, called looping
  • Partial ADR – Must:
    • Match microphones
    • Match mic placement
    • Match environmental reverb
  • Visual ADR: actor visually matching lip sync
  • Audio ADR: Actor matches the sound of original audio

What I Learned and Problems I Solved

To conclude this project, I learned more about the ADR process. I learned a thing or two from the different YouTube tutorials we watched, and I also got hands-on learning experience by practicing syncing audio to video visually in Premiere Pro. This helped teach me the importance and steps of ADR. One problem I solved was when I was dropping the audio file into the work space, I couldn’t figure out how to drop the audio separately from the video. To solve it I Googled it really quick and ended up figuring it out.

Chocolate! – Post-Production Journal


For the post-production segment of this project, each person individually edited the footage their team had filmed with Premiere Pro. We went into greater depth with editing on the eye/blink, making it so the edits aren’t noticeable and perfecting our editing workflow. This helped get the project done quickly and efficiently all without losing an ounce of creativity. The final product is a short 30 second film about a couple arguing over chocolate. (Shown below)

The Film Final Edit

What I Learned and Problems I Solved

All in all, I learned the most about organizing my workflow. Editing is a tedious and somewhat complicated process that requires immense attention to the smallest of details. This makes your workflow so important. Before this project I hadn’t really had a workflow, as I had just done things in a wonky way that got the project done. For this project, I followed a set of steps which helped get my project done a million times faster. One problem I solved was that I had no idea how to sync audio to video before this as I’d never done it. To solve that problem I had to look on YouTube for tutorials on how to do it, which helped me solve that problem.

Chocolate! – Editor Pre-Production Journal

CC image chocolate! by LongitudeLatitude at Flickr


During pre-production I made the storyboard and figured out with the help of my team where each cut should be placed. I also helped find the location and figure out where the camera will be placed. During production I will be taking notes on each of the clips and help with staying organized, and finally during post-production I will be editing. When it comes to editing this film, I will be using Premiere Pro. Like most all films I will go through the basic steps of downloading the audio and video clips, putting them into Premiere Pro, cutting out parts I don’t want and adding edits to where I do want, which are planned out in the storyboard. I will then fix up the audio and add in any extra sound effects. After that I will go through and correct the colors of the video. Lastly, if I have time, I will redo the dialogue and add it to the film so it sounds better.

Cinematic Storytelling elements:

  • 25: Smash Cut: After the film cuts to black there is a super quick cut to a half-eaten chocolate bar
  • 19: Assembly Editing: After Kirsten asks “more than chocolate?” there is a small assembly edit with Chris, the bag of chocolate and Kirsten used to increase tension.
  • 59: Extreme Close-Up: When Chris is realizing what is in her hands, the extreme close-up is used to intensify his fear.
  • 69: Tilt-Up (Character): After the extreme close-up, we used a tilt-up to reveal the bag of chocolate and Kirsten’s angry face.

Test Shots

The two different lenses we are using for our film.
Me figuring out where our camera should be placed and what should be in the frame.
Here is a small panorama showing our filming location. (The stack of chairs will be moved when we film)`

Planning With Cinematographer

Our cinematographer was gone all but one day of pre-production so I chose what shot types we would use by myself. (Shot types listed on storyboard)

Influences From Films

CC image Psycho by Danny Wedding at Flickr

George Tomasini

Rear Window (1954)
Vertigo (1958)
North by Northwest (1959)
Psycho (1960)
The Birds (1963)

Tomasini edited many of Alfred Hitchcock’s films, like the ones listed above. He was known for his stylish and experimental cutting, which further extended the depth and intensity of each story he edited. The infamous shower scene in Psycho is in a way the inspiration for one of our scenes. Our scene is much shorter and doesn’t include nearly as many shots, but the way in which the suspension and intensity increases with each cut to a different shot is where we find similarities to Tomasini’s Psycho.

Storyboard Notation

I drew the combined storyboard using everyone else’s storyboards on my team.

Combined Storyboard Pt. 1
Combined Storyboard Pt. 2

Editing Program

The first tutorial helped review the basics of editing and also help extend my knowledge on things like color correction. This was helpful because my memory isn’t the best and I had already forgotten a couple of the keyboard shortcuts, and this video helped review those things. It was also helpful to see editing on a video other than an interview, which is what most of the tutorials I watched last project were about. The second video was just interesting to watch, and I figured why not include it.

What I Learned and Problems I Solved

I learned and got better at managing my time. During pre-production, I had to plan out when I would do things and it helped a lot having a steady and reliable schedule. By having things planned out, it made the process go more efficiently.
Our filming location is in A-Pod and we are using a teacher’s couch, which means we have to drag it out of his classroom to use it. One of the problems we had to solve was moving the couch out of the door. The couch was to big to move normally so we had to flip it sideways to get it through, and when we flipped it sideways one way it didn’t fit so we had to fit it going sideways the other way. I ended up hitting my thumb in the door frame while trying to squeeze the couch through. (Video featured below)

Walter Murch Editing Tips


  • What you want the movie to make people feel


  • Do you understand what’s going on with the character’s, plot, etc.


  • Is the cut happening at the right point in a musical sense


  • Where the audience’s eye is at any point

2D Plane Of Screen (180 Rule)

  • 3D world represented in 2D

3D Continuity of Space

  • Where are the people being represented