October 2006 Archives

The Second Sight Podcast, © 2006 Alexa D. O'Brien, (26:35)

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The Second Sight offers insight and analysis on the media and entertainment industry - an often misunderstood or mischaracterized sector of the American economic and cultural landscape in the midst of its own technological and cultural shifts - from globalization and the emerging creative economy; to digital technology and the evolving aesthetic and nature of content; to the growing technological cross fertilization between media, defense, and medicine.

My name is Alexa D. O'Brien . For the next two months, we will focus our attention towards understanding the evolving nature of the below-the-line training cycle for motion picture technicians, in the face of both digital technologies and newer end to end digital workflows; and the coming of age, so to speak, of the game generation - the older cusp of which, now in their mid thirties, having finally entered their productive years as journeymen technicians and content creators.

Today, we are talking with cameraperson, John Clemens. For seventeen years now, Clemens has ac'ed and operated for directors of photography like Lance Acord (Buffalo 66 and Lost in Translation). His most recent work with Acord was on a Mercedes Benz spot that Acord shot and directed. John has also worked with Joseph Yacoe, known for his commercial and music videos work. Clemens most recent job with Yacoe included a hair product commercial with Penelope Cruz. Director of photography, Darren Lew, who has shot commercials for the likes of Clinique, Versace, Nike, and Adidas, and who began his own career as a still assistant to renowned fashion photographer, Steven Meisel, has said of John Clemens:

"I have never worked with a camera assistant who had it more in his blood than John. He has got a sixth sense for focus and a working method of military precision and consistency, it is no wonder he works with the greatest DP's from all over the world. His skill goes beyond the technical--he quietly contributes to the art of camera work each time we work together everyone else becomes second best after working with John."

John Clemens' credits include Buffalo 66, Naqoyqatsi: Life as War, and Requiem for a Dream. I am honored to have John Clemens on the line for a Second Sight pod cast interview.

Alexa D. O'Brien

Hi, John. How are you?

John Clemens

Good. How are you doing?

Alexa D. O'Brien

I'm good, thank you. John, why did you become a camera assistant?

John Clemens

I primarily became a camera assistant...I was studying photography. I studied photography my whole life. I was in college at the time, and I just felt like I wasn't getting enough of both film and photography in college. So, I left college and eventually, a number of months later, became a production assistant with hopes of moving into the camera department.

Alexa D. O'Brien

What was one of your first projects as a camera assistant?

John Clemens

I guess one of the most memorable projects...Sandy Hayes, a wonderful steadicam operator, had called me up to assist for him on a music video that we were doing. This was early on, and we were shooting, Hype Williams was directing, and I met Mike Garofalo on the set, and from that day forward I went to work with Mike as well as a second AC, and things just really flourished from there.

Alexa D. O'Brien

Sandy Hayes credits include Garden State staring Natalie Portman. In 2006, Hype Williams became the recipient of the MTV Lifetime Achievement Award, and his more recent work includes music videos like Kanye West's "Gold Digger" featuring Jamie Foxx. Mike Garofalo's has also been around for years, and his more recent credits include "Dave Chappelle's Block Party."

What is one lesson that stands out for you as you were rising through the ranks of the camera department?

John Clemens

Just maintain, stay focused. Be very even keeled, and try to keep your ears open. Listen to the director, director of photography, assistants and the other crewmembers as they are communicating; and in essence, they are all trying to get the job done, you know, fulfill an idea that is being put forth to them.

Alexa D. O'Brien

Tell me about one of your more challenging jobs?

John Clemens

You know, they have all been challenging in certain respects...in their own respects. Looking back on it, I sort of still get a little nervous on Buffalo 66, due to the fact that we were shooting Ektachrome film for that project, and we were doing clip tests for each scene; but ultimately we had most of the...I would say 90 percent of the movie in the can without developing a single stretch of film for dailies. So, that was probably the most nerve wracking project I have worked on.

Alexa D. O'Brien

How do you handle stress on a job?

John Clemens

At this point, I try not to get stressed out about much. Stress just adds another level that you really don't need to think about in the process of doing your job. You know, occasionally you will be thrown a loop...thrown into a situation where you are really fighting yourself...and stress really works against you, when you are trying to figure out an answer to a problem in a certain situation.

Alexa D. O'Brien

You mentioned Buffalo 66, are there any other projects that stand out in your memory?

John Clemens

You know, there are just so many to be honest with you. Looking back, I would really have to think at length to try to pull out the one that really sticks in my mind. They have all played a really important part through out the years.

I mean going back, Sandy Hayes and I had the opportunity to work on Woodstock, the Barbara Koppel documentary, that still hasn't been released yet. Sandy and I were on one of the crews that were send out to pick up and photograph three days of the festival all on our own; and that was just a real thrill, especially with my love for music videos as well as music.

Alexa D. O'Brien

Why do you love music videos?

John Clemens

You know, that is a great question. Probably, because I remember the first time MTV came on the air over cable; and it was just a point in my life where I was at the right age, very into music, and then it was really groundbreaking to have these wonderful commercials for songs that you absolutely love. Ultimately that is really what drove me into the film business. I really wanted to spend the rest of my days making music videos.

Alexa D. O'Brien

We seem to be at another crossroads in terms of the nature and aesthetics of content...what do you think about what is going on in music videos or shorter format for Internet distribution?

John Clemens

I think it is all very exciting. I mean, there are still a number of music videos being made, lots of features, lots of commercials. In terms of the advent of the Internet, you know, more and more, we are shooting stuff that is both for television, for commercials before movies, feature length movies in theaters, as well as for Internet content. So, it just provides, in my opinion, another great opportunity to work in the film business.

Alexa D. O'Brien

Is there a common denominator that all great AC's share?

John Clemens

I guess with anything you chose to do, I tend to believe that you choose to do something because you are really passionate about it, not so much because of the money. The money is not necessarily secondary - it is nice. Don't get me wrong. But, ultimately you have to be happy with what you do, and I think if you are passionate about anything, ultimately you will be successful.

Alexa D. O'Brien

Why are you so passionate about photography or cinematography? What is it? Have you thought about that? Do you know why you are passionate about it?

John Clemens

You know, I have been passionate about photography ever since I was a child; my grandfather teaching me photography, color photography, black and white photography. It has always been just a part of my life. So, other than that I really can't tell you much more, why I am so passionate about it, except that it has always been such a part of me.

Alexa D. O'Brien

Do great ac's approach their job differently or do they all sort of approach the job in the same way?

John Clemens

I would imagine that somebody who is successful at what they do, tend to do things just a little bit differently. They have a different approach, different style, different personality, a different way that they see things. I would imagine, more often than not, that would be the case. Back to being very passionate, enjoying their job very much, being a part of the crew and the film making process. Honestly, I fell that that is ultimately what makes a great ac, a great gaffer, a great director of photography. Just having a great passion, a great source of pride, you know, in their craft.

Alexa D. O'Brien

Has the training cycle changed since you began your career?

John Clemens

No, I don't think it has changed that much. It is interesting because there is no specific training cycle, so to speak. Some people come through camera houses. Some people come out of film school. Some people just....myself I was a stage manager at Peter Corbett and Co., and, you know, for example on the weekend when the stage was closed, I use to go over there and play around with the cameras and do some shooting there. So, it's just a matter of...there are so many roads to Rome. There are so many ways to approach the jobs, as well as your background...background in education and personality. Taking that all into account, I wouldn't say there was a generational difference with becoming an assistant cameraperson.

Alexa D. O'Brien

So, if I understand you correctly you wouldn't say that there are major differences between your generation and the one that is coming up now.

John Clemens

No, I don't think so. There is definitely lots more opportunities. Well, lots of opportunities for an assistant to hone his skills and gain the experience. They are still shooting both lots of independent and higher budget films. Music videos are still being photographed. We live in an age where cultures can get enough information, and couple that with the fact that we are now working video as well as film, it seems like the opportunities are just ever so abundant, in terms for working technicians, artists, in the film business.

Alexa D. O'Brien

I have heard from several older professionals that the younger generation coming up seem more afraid to admit when they do not know something. Some have even gone so far as to characterize that propensity as a form of arrogance. Would you respond to that?

John Clemens

I would respond to that, it depends on the person's experience in the film business for starters. I would imagine that perhaps, not so much the arrogance but the naivety of the people not seeking any sort of advice. You know, I would imagine that they are a lot less experienced within the film business. I would take a guess at and the reason being is because the film business overall is a communicative art form and the people making it, the best projects ultimately turn out with how well the crew members are communicating on set. The flow of ideas within the set, from the top from the director, down through even the production assistants. As much as anyone would deny it, it is a very collaborative form of art and communication. So, you know, I would just imagine that the lack of experience, it just boils down...a by-product of that lack of experience would boil down to the lack of communication between the different technicians on set. I wouldn't...it seems to me to be a very large call that it would be a little bit arrogant, you know. I wouldn't be able to say that that particular example is a matter of arrogance as much a s a lack of experience, more than anything.

Alexa D. O'Brien

I often think to myself that there are so many different forces changing the culture of below the liners from one of craftspeople who goes through a formal apprenticeship to a culture of technicians who very often approaches the job from the point of view of perhaps self education, perhaps climbing the ladder faster than their predecessors, would you comment on that?

John Clemens

You bump into a situation where someone jumps a rung on the ladder or whatnot, but ultimately it is the relationships that you have within a business, that you have formed through out your lifetime even...not just in art school or, it could be a social gathering, or it could be someone who is self-taught could possibly have made their own movies and just excelled in a certain craft whether it being shooting, focus pulling, you know. Again, it brings us around to that there are a lot of approaches into, you know, any particular type of filmmaking. If you wanted to narrow it down and say whether it be commercials or you have to be a little more specific in terms of you know what kind of work is being produced. But ultimately it is a funny system in how, you know, very experienced ac's, very experienced craftspeople, tend to do larger budget type shows, quite possibly. That is not to say that somebody with less experience wouldn't be invited along as well.

Alexa D. O'Brien

What I hear you saying is that the skill set or even art remains the same, it is the tools that change...

John Clemens

To a degree. You know like any craft, you need to learn new tools on a daily basis, you know. It is a wonderful thing there is always going to be change. There is always going to be new tools, better tools. There is also going to be tools that are not better, but they fit a particular application for a different look or a different situation. You know, it is an ever evolving process, you know, not too much stays the same these days; although things within the film business tend to be a little bit slower changing. If you look at how memory and computers, and computer systems and how quickly they change and how quickly you have to learn new systems, the film business is still offered new film stocks, new lenses, new cameras, new technology, all the time, and that is an evolution of any given thing. And it keeps it exciting and you have to not only reinvent yourself, but, first and foremost, you have to relearn and along with relearning a new tool, film stock, camera et cetera. Ultimately, the new tools create new possibilities for new looks and new projects and new ideas of how to approach a new shooting style or situation, and it is quite a growing bit, it keeps the business growing with fresh ideas as well as a lot of new tools are culturally based. Different filming styles are based on what is happening within pop culture, and not to throw away old cultural filming values, but just to give you an idea of the ever-changing possibilities that you are handed on a daily basis.

Alexa D. O'Brien

How has digital technology changed the aesthetics of motion picture imaging?

John Clemens

From my perspective, it has given a whole other opportunity to stylize as well as capture imaging as well as to present ideas in essence of director, director of photography as well as the technicians. So it is a wonderful opportunity, it is a wonderful new tool and it has at times, it has very specific applications, if you are going to video Internet. It just opens up many more doors for opportunity within the business.

Alexa D. O'Brien

Are you referring in part to the immediacy of digital technology vis-à-vis film?

John Clemens

To a degree, I mean I was reading an article...that is one of the main reason's Roberto Rodriguez really enjoys shooting digital is the immediacy of it, the immediacy of being able to play back a particular scene to see if that was a selected take for him or if he would like to do it again. There are some people who are very into the immediacy of it. My experience with it so far, we are in the midst of doing an HD project right now both in New York and New Orleans and San Francisco, and we haven't really had the need for the immediacy. To see the exposed image that quickly, actually we have photographed everything and then we have handed off the tapes to the editor. We haven't even taken a look at them. It is a commercial, although that shouldn't mean too much. We are not playing back anything. It is documentary style. So, you know, for some people it would be a matter of the immediacy of capturing on video. More often than not it really boils down to multi-camera shooting, whether it be for broadcast as well as it seems that there is a feeling that...there is a feeling that there are the economics of shooting video as opposed to shooting film. And I haven't quite figured out the economic yet, it doesn't seem to make sense for me. So, I really cannot make a judgment call on that.

Alexa D. O'Brien

How has optical technology changed or advanced for cinematography in the last decade?

John Clemens

Being the purchaser of new motion picture lenses I can attest that they are just... the technology on the glass is just so superior, whether it be computer-designed elements within a zoom lens for example, or within a prime lens. Lens design these days is so far superior and complex, probably due to the computer. Lens coatings and the technology that laid down those lens coatings on a lens for the same reasons, are much more advanced. You know, they are constantly striving for lenses with better resolution, better optical quality, better physical performance in terms of moving gears, and moving elements within each other, and lenses that are faster, are longer, and have in essence a better minimum focus on them; and all these just add to the experience and improvements within the image capture on both motion picture cameras as well as video cameras.

Alexa D. O'Brien

Has the workflow change with higher end digital technology, whether it be HD or larger chip cameras?

John Clemens

Not too much for the camera assistant. You still have the same issues, or the same workflow, not necessarily issues, but that is more part of the job: maintaining the camera in a good working order, making sure the focus is coming up and is collimated correctly both on the lenses and the cameras. You do have a back focus issue on some of the Sony cameras, the Panasonic cameras, but ultimately the workflow is the same. You are maintaining the cameras so they work properly, and they will for the long run, and they hold up very well. You are maintaining the focus, and that the lenses are calibrated properly. The same situation on motion picture cameras. The workflow on set: you are still getting marks, you are still pulling focus on them, and the lens manufacturers have done a wonderful job with making film style lenses for the video cameras that make it that much more comfortable as well, both comfortable for the assistant and the operator. But as well, to somewhat give a more filmic depth of field to the video cameras. Ultimately, the only thing that changes within the workflow is you most of the time you'll have a...on the Sony and Panasonic cameras, smaller chip cameras that are manufactured by Sony, Panasonic, Fuji, you will have a digital imaging technician to keep a better eye on your color rendering as well as your highlights and low lights, to make sure that you are within the boundaries of capturing those highlights and lowlights and everything in between. Panavision and Arriflex have done a wonderful job with their two video cameras, digital HD cameras that they came out with, that maintain the exact workflow of the film cameras that are being utilized today. There is no back focus issues on them. The menus are relatively the same as, you know, a standard thirty-five motion picture camera. So, they have done a wonderful job in maintaining the workflow on their end. So, overall with the question that you have asked: the workflow is, I would say, is still the same regardless of which cameras you are shooting ultimately your responsibilities haven't changed.

Alexa D. O'Brien

I recently spoke with a director of photography who made the point to me that with digital technology there are so many more variables in the digital work flow that affect image quality. Do you think that that is a fair thing to say?

John Clemens

I think that is truly a fair thing to say. For example, with film you are using...just a small number of film stocks, whether it be Fuji, Agfa, or Kodak. And with experience with those film stocks, you can narrow it down quite well and pinpoint the look that you want to achieve. Now with the digital HD cameras there is no flat-line between the...there is no starting point for example within...even from camera to camera, but let me not jump ahead of myself, there is no baseline between a Sony, a Panasonic chip and even within the same series of cameras. There are little anomalies inherent within each camera that it is hard to gauge a baseline off of. They are good in giving you the tools necessary to change those little nuances whether it be between cameras within a particular manufacturer or a cameras from different manufacturers. But ultimately there is a little bit more work in coming to a known with digital cameras as there is with film and the experience that you have with a certain film stock for example, so there is a...the tolerances are squeeze down a bit on you.

Alexa D. O'Brien

John I really want to thank you for your time today.

John Clemens

Oh, thank you Alexa. It has been a pleasure. Have a good day.

In his prescient and aptly titled book, The Rise of the Creative Class, urban planner Richard Florida identifies the emergence of a new economic and social class of "thirty eight million Americans roughly thirty percent of the entire U.S. workforce, whose creativity is the driving force of our nation's economic growth." [1]

The key difference between the creative class and other classes, according to Florida, lies in what they are primarily paid to do. Those in the working and service classes are paid to execute according to plan, while the main economic function of the core of the creative class - which includes people in science and engineering, architecture and design, education, arts, entertainment, and the media - is to create new ideas, new technology and/or new creative content - in other words intellectual property. [2]  In addition, around this creative core, exists a broader group of creative professionals in business, finance, law, health care and other related fields, who engage in "complex problem solving" that involves a great deal of independent judgment and requires high levels of education or human capital. [3]

The creative class in the United States today is larger than the traditional working class. The service class, totaling fifty five million workers or forty three percent of the U.S. workforce, is the largest of all. The growth of the service class, according to Florida, is in large measure a response to the demands of the 'creative economy'. "Members of the Creative Class, because they are well compensated and work long and unpredictable hours," writes Florida, "require a growing pool of low-end service workers to take care of them and do their chores."  [4]

I have outlined the work of others as it relates to the creative economy elsewhere on this site. Here is a quick summary of three of its important aspects:

  • The 'creative economy' has substantial scope. 

    John Howkins categorizes the creative economy to include fifteen creative sectors - such as research and development, software, design, and content industries like film, music, and video games - that produce intellectual property in the form of patents, copyrights, trademarks and proprietary designs. The annual global revenue for Howkin's fifteen identified sectors was $2.24 trillion in 1999. The U.S. share represents forty percent of the market with revenue totaling $960 billion. The U.S. share also accounts for more than forty percent of research and development, forty percent of television and radio, and thirty percent of film. Howkins calculates that core copyright industries will be worth $6.1 trillion internationally in fifteen years. U.S. dominance in these segments - more than productivity improvements related to new technology and new manufacturing methods - is responsible for much of the nation's global economic competitiveness since the nineteen-eighties. [5]

  • Creativity is Mainstream.

    More Americans work in art, entertainment, and design, than as lawyers, accountants, and auditors. [6]  In the United States, professional artists, writers, and performers have increased three hundred and twenty-five percent from 525,000 in 1950 to 2.5 million in 1999. [7]  Graphic designers outnumber chemical engineers by four to one, and more Americans are directly employed in film production than in the steel industry. [8]

  • Creativity is Expensive and Time Consuming.  The production of commodities in the creative industries, which include film and television, is said to suffer from "Baumol's disease": Costs in these sectors tend to climb faster than the rate of inflation, chiefly because creativity is dependent on highly specialized human capital and inherently labor intensive. Labor costs in the creative sectors also tend to rise more rapidly than others do.

In many respects, the demands of the creative economy have flattened the business model of most major industry sectors, requiring firms to capitalize on the greater efficiency gained by the creative factory and subcontract manufacturing systems - translate that as outsourcing.

Stephen Barley has noted in The New World of Work that the entire economy has moved towards a more horizontal division of labor and hyper-specialization among firms.[9] "The digital business environment that Kodak is transitioning to is more horizontal in construct" says Antonio Perez, CEO and President of Kodak: "It requires alliances, partnering and, to a certain degree, acquisitions to move quickly into new markets." [10]

A natural outcome of this development is a "horizontal labor market" - with people tending to move laterally instead of vertically. "Climbing the corporate ladder is not much of an option," writes Florida: "Perhaps because there isn't as much of a ladder in many of today's leaner, flatter firms - and it is liable to shift or vanish before you're halfway up." [11]  In fact, Americans now change jobs on average every 3.5 years.  This figure has been declining steadily for every age group. Workers in their twenties switch jobs on average every 1.1 years. [12]  The phenomenon is also coupled with a tendency towards hyper-specialization among individual occupations, just as it is among firms. Those "in authority no longer comprehend the work of their subordinates," notes Stanford Law Professor Lawrence Friedman in The Horizontal Society, because occupations themselves have evolved into "clusters of domain-specific knowledge." [13]

The game generation - the older cusp of which are now in their mid-thirties - have come of age professionally and technically in the midst of this evolving labor market, which is evermore dependent on them to act as the "work horses" in their respective creative sectors. "In most Creative Class occupations," writes Richard Florida, "people manage their careers by 'front-loading' - working excruciatingly long and hard at the outset of their professional lives in the hopes it will pay off in greater income, marketability and mobility later." [14] 

Moreover, people today not only tend to identify themselves with their occupation or profession instead of the company that they work for, but they also bear more of the responsibility and risks for their careers. This means individual workers invest more of their own time and resources into education and skill acquisition now than any other time before.

The trend is particularly acute among new media professionals, who, according to Rosemary Batt and Susan Christopherson of Cornell University, spend an additional 13.5-hours per week obtaining new skills - all of it unpaid. This has become an individual responsibility, "both because the interactive nature of computer tools allows new media workers to learn new skills at their own pace and within their own learning style, and because formal learning programs have not kept pace with skill needs in this fast-changing industry." [15] 

In fact, digital technology has transformed 'economies of training', so that "the training cycle is now longer than the life cycle of the devices in use," says Bill Drury Senior Consultant formerly with IBM EMEA, when I interviewed him this year: "That means companies cannot afford these long training cycles any longer." In the new labor market, it no longer pays for companies to invest significantly in developing their people's skills and capabilities.

Consequently, the game generation has different organizational values and attitudes about professional roles than their predecessors. In their groundbreaking book, Got Game, John C. Beck and Mitchell Wade argue that entertainment software itself has shaped the organizational ethos of gamers and profoundly influenced how they approach their work - well beyond the scope of those influential meta-forces mentioned above like hyper-specialization and the flattening of the labor market, both of which have emerged from the creative economy and the obvious technological convergence of digital technology and business.

One first has to comprehend the profound penetration of entertainment software usage among individuals under the age of thirty-five. This demographic has spent "billions of dollars, and billions of hours, in the virtual world[s] created by these machines," and despite the prevailing boomer amnesia on the subject, games, like the television to boomers, "are a universally shared, technology powered experience." [16]

According to the Entertainment Software Association, the average age of a gamer is thirty-three; and despite assumptions to the contrary, thirty-eight percent of gamers are women:

"Adult gamers have been playing an average of twelve years. Among most frequent gamers, adult males average ten years for game playing, females for eight years...The average adult woman plays games 7.4 hours per week. The average adult man plays 7.6 hours per week. Though males spend more time playing than do females, the gender/time gap has narrowed significantly." [17]

Beck and Wade also add: "One survey found ninty-two percent of children ages two to seventeen in the United States have regular access to video games, and eighty percent of U.S. households with children have a computer...And games, unlike computer and Internet usage, are not limited to the socioeconomic elite." [18]

Video games are big business. According to Beck and Wade, "Today's game market is huge because nearly every kid is involved." [19]

"Electronic Arts, now part of Standard & Poor's 500 Index, earned $2.5 billion in 2003 and more than the combined revenue of the year's ten top-grossing movies. [20]  Nintendo's Mario series of video games has earned more than $7 billion over its lifetime - double the money earned by all the Star Wars movies. [21]  Sony's Everquest, with 650,000 registered players who stay online an average of twenty-two hours a week, at thirteen dollars a month, that adds up to about $101 million a year in revenue from subscription fees alone." [22]

Secondly, according to Beck and Wade, video games are powerful training tools:

"The game's complex, nearly cinematic images and multilayered sound tracks give players the feeling of total immersion. After all, the game responds almost instantly to any action the player imagines, and other players (whether live or computer generated) respond to them in real time.  Even the environment shapes itself to match the player's skill level.  The game generation grew up in this world of immersion and instant response.  Naturally the exposure has an effects.  What gamers learned, among other things, was how to manipulate electronic information...Compared to the activities that pregamers grew up with, for instance, the game generation lives in a world that is incredibly responsive.  And that's not real life...Yet it is perfect for training. (Even the U.S. military-a culture that knows a few things about training - recognizes this.  As far back as the 1980s, on Atari technology, the Army used a modified commercial game, Battlezone, for armored gunnery training.  A variant of Doom has been used to train Marines in urban combat.)...The game world is a giant, accidentally created machine for giving kids an enormous number and range of choices and then immediately showing them the consequences of what they choose." [23]

This responsiveness has made gamers more focused on value-added than their predecessors. According to Beck and Wade, "All that experience with video games has made these people passionate about added value. You have to look closely, at first, to see that passion.  Initially, what you see is the value gamers put on skill...They understand that their only real job security comes from their capabilities and continued productivity.[24]

A corollary of the authors' argument is that the game generation's propensity for role-playing is partly responsible for the dot com era, just as much as the flawed business models of the firms headed by these 'Sim City" CEOs were responsible for the bubble; for, the game generation believes that as long as they have the right tools, they will can do and be anything. Beck and Wade write:

"The biggest danger, however, is that the game generation's passion for adding value can be so easily misconstrued. When we first started reviewing these survey results, we found the word arrogant coming readily to mind. The tendency of twenty-something gamers to describe themselves as experts for example, can certainly seem that way. But when we connect their focus on skill and expertise with their desire for professional respect and their willingness to be paid only for results, we sense a different pattern." [25]

No industry sector is immune to these developments - including film production and post - although the effects are more apparent in the latter. I would argue that the breakdown of the traditional apprenticeship system in media and entertainment content production is a result of this trend toward a more horizontal labor market, the emerging creative economy and the ethos of the game generation.

Granted, film production has always relied on "domain specific knowledge" between departments. Even intra-departmentally, the division of labor is quite specific, although customarily cumulative in breadth. This division of labor is part of the traditional apprenticeship system. "It's always been an industry of apprenticeship," says Bob Harvey, Senior Vice President of worldwide sales at Panavision when I interviewed him this year, "and people grow up from being loaders all the way up in the camera department, and I think all the departments. I don't know if that's going to continue and that's too bad."

"Many of the individuals who participate in an entertainment production would refer to their skills as a trade, notes the 2001 Department of Commerce Report on Runaway Production, "Traditionally, practitioners often developed their trades in a union environment, which facilitated an individual's development of the necessary learned skills through apprenticeships and on-the-job experience." [26]

The dramatic increase in worldwide demand for cable content coupled with the high production cost inherent in the creative industries, or "Baumol's disease", has lead to an amplified need for cost-effective digital production, a growing trend towards production outsourcing-translate runaway production-and a concurrent rise of non union production over the last fifteen years. These are transforming the below-the-line labor market from a culture of tradesmen to a culture of technicians.

As I already noted this phenomenon is keener in postproduction, where transition to digital technology has been more apparent and complete. "The changes in the tools that are utilized to perform these post-production functions," notes the 2001 Department of Commerce Report on Runaway Production, "have presented opportunities for new post-production markets to appear with newly trained workforces that have bypassed the historical "apprenticeship" programs that have existed in Hollywood for many years. This new workforce consists of individuals who have attended technical schools or government-sponsored programs that provide the required training to operate the new generation of equipment."[27]

Just as the flattening labor market of corporate America has seen a trend towards self-education, so too has the labor market of below-the-line technicians. Part of this is a result of the increase in electronic acquisition and the advance of digital acquisition and post technologies. "In the past, when you got into the film industry, very often it was from art school, or you went to a school and studied photography or film. You seldom went to liberal arts schools and got into the industry. Some did, but not very many. I think that changed with your generation," said Director of Photography, Michael Falasco to me last year: "Everyone absolutely believes that they can take Avid courses and Final Cut Pro and come out and be editors."

This is evidence of the erosion of the traditional film training cycle discussed above. According to the 2001 Department of Commerce Report on Runaway production, historically

"[T]he learning curve associated with developing the skills to become an on-line editor was substantial. As such an editor was required to understand and work with up to 20 different types of manufacturing equipment, all with different user interfaces working in conjunction with one another to create the desired effect. Today, computers utilize common user interfaces and software tools to combine many of these tasks. This has greatly reduced the learning curves associated with becoming an on-line editor. This reduced learning curve, when combined with formal training through government-sponsored school programs, has allowed many foreign production centers to be able to gain the necessary expertise to staff productions with local workers at a substantially lower cost than having U.S.-based workers travel to the foreign production site. This has increased their ability to attract foreign production, and these trends are continuing today."[28]

Ripples are also felt in the world of production, especially in the cable TV market, where the demand for low-cost content is insatiable. Lower cost digital cameras and editing equipment have made production cheaper and lowered the barriers to market entry. This lowers capital equipment costs and the labor requirements for low-end production. For television broadcasters, the lowering of production costs has made it more economically feasible to produce docu-reality content aimed at narrower audience segments.

In terms of high-end digital cinematography, one of the obstacles towards seeding the future is access to the tools - in other words, getting one's hands on the equipment. "They need access to be able to learn how to use it and how to get the best from it," says Steve Shaw of Digital Praxis, "The most difficult part at the moment is getting hands on experience [with high-end digital acquisition]."

Another aspect of the new training cycle is simply the lack of uniformity amongst the large chip cameras and the increase in variables that affect image quality along the digital supply chain. "When I was coming up," remarks Director of Photography Michael Falasco:

"[C]ertainly everyone knew original negative because we were production people. If you worked in a duplicating house or an optical house, then all of a sudden you had to learn inter-negative, and you had to learn CRI, and you had to learn inter-positive, and black and white pan masters, and every one of them had different gammas, everyone of them had different curves, so that always seemed like a lot....but you only had three or four stocks to choose from, you had three or four duplicating stocks, and then a handful of print stocks so you really could learn all you needed to know about them. Now at any given time a shooter has the choice of a dozen different stocks to work with and the same in duplication, and even now when your making a digital intermediate you have 2K, 4K, and 6K shortly...I just read an article by a European DP and he was talking about why he liked the Master Primes, and he quoted three or four very aesthetic things. There was no specific technical stuff that he quoted about any of them. What that said to me, 'If you took four of these, if you took the Master Primes the Optimo, the DigiPrimes, and the E Series and you shot on any given stock which is so good these days, and you transferred on a Spirit or you transferred on a C-Reality or you laser scanned like Amelie and that was at 2K and now they have 4K and 6K; it's almost impossible, it's imperceptible to say this particular thing is result of the contrast of the DigiPrimes when there are so many other high tech variables that happened within the work flow.'"

Beginning with my generation of film technician, access to viewing film dailies for the apprentice technician decreased in inverse proportion to the increase in electronic acquisition. This fact alone functions as a hole in the traditional film training infrastructure. Certainly one of the biggest misunderstandings about large chip cameras is the fact that one lights them like motion picture film. That requires the expertise of a skilled lighting technician. In most respects the skill sets are transferable. Moreover, people often forget that lighting for motion picture is not merely about exposure, but also an important part of storytelling.

Beyond the changing nature of content brought on by new media, there is evidence of an evolving aesthetic, arising from the introduction of lower-cost digital acquisition and post technologies and the evolving ethos of the game generation in relation to these tools. That fact alone will have a continuing effect on the nature of content and the training cycle of below-the-line technicians: As Mark Chiolis, Senior Marketing Manager of Thomson Grass Valley's Strategic Marketing and Business Development Group, remarked in an interview I conducted with him earlier this year, "Today there are a number of thought provoking questions that are being asked. What happens when there is a true RGB 4k (there isn't one today) sensor that rivals, if not exceeds, that of today's film stock? One of the arguments for film is that people like the "look" which includes the grain and movement through the gate. What happens when the "game-boy" generation takes over? Having grown up with "video" is this the "look" they want to see? Will they have a different set of standards to compare to?" For now, the subject is outside the scope of my essay, but I look forward to investigating this matter in the coming weeks.



[1] Richard Florida, The Rise of the Creative Class (New York: Basic Books, 2002) ix and 74.
[2] ibid, 69.
[3] ibid, ix.
[4] ibid, 9 and 71.
[5] John Howkins, The Creative Economy: How People Make Money from Ideas (New York: Allen Lane, Penguin Press, 2001) 116.
[6] Occupational Employment Statistics Program, Bureau of Labor Statistics, "2002 National Cross-Industry Estimates of Employment and Mean Annual Wage for SOC Major Occupational Groups". Online. Available: http://www.bls.gov/oes/home.htm
[7] U.S. Census Bureau, "Historical Statistics of the United States and the 2000 Statistical Abstract". 15 December 2005. Online. Available:
[8] Bureau of Economic Affairs, U.S. Department of Commerce, 5. Online. Available:
[9] Barley, Stephen R. The New World of Work. London: British North-American Research Committee, 1996.
[10] "The Power of Partnering," Antonio Perez, Chief Executive Officer and President, Eastman Kodak Company, CEATEC Conference, (Combined Exhibition of Advanced Technologies). Japan, October 4, 2005 Online. Available: http://www.kodak.com/US/en/corp/pressCenter/cpqCEATEC.jhtml?pq-path=7934
[11] Florida, 113.
[12] 2001 figures are from the Bureau of Labor Statistics. http://www.bls.gov
[13]Lawrence M. Friedman, The Horizontal Society, New Haven: Yale University Press, 1999.
[14] Florida, 154.
[15] Batt et al, Net Working: Work Patterns and Workforce Policies for the New Media Industry, (Washington, D.C.: Economic Policy Institute, 2001). See also: Porter Anderson, Scrambling to keep up: New media careerists, CNN.com Online. Available: John C. Beck and Mitchell Wade, Got Game: How the Gamer Generation is Reshaping Business Forever (Boston: Harvard Business School Press, 2004) 14.
[17] Entertainment Software Association. Online. Available: http://www.theesa.com/facts/index.php
[18] Beck and Wade, 36.
[19] ibid, 8.
[20] David Kushner, The Wrinkled Future of Online Gaming, Wired, June 2004
[21] Zev Borow, The Godfather, Wired, January 2003.
[22] Hiawatha Bray, Justice Has Its Price in the Sim World, Boston Globe, January 14, 2004.
[23]Beck and Wade, 33-35, 76-77.
[24] Beck and Wade, 78-79, 110.
[25] Beck and Wade, 96.
[26] Bureau of Economic Affairs, U.S. Department of Commerce., "The Migration of U.S. Film and Television Production Impact of 'Runaways' on Workers and Small Business in the U.S. Film Industry". Export.gov, Office of Public Affairs, 2001: 74. Online. Available: http://www.ita.doc.gov/media/filmreport.htm
[27] ibid.
[28] ibid.

The traditional training cycle of below-the-line technicians has slowly eroded over the last ten years. 

The older cusp of the game generation (now in their mid-thirties) have entered their productive years as journeyman technicians and content creators.  These technicians and artists came up in an infrastructure married to film but sleeping with video, an infrastructure infiltrated more and more by electronic acquisition and digital post - the result of the explosion of world wide cable and the desire to stem the rising cost of production. (A corollary phenomenon would be the growing outsourcing of production and post, and the changing nature and aesthetic of content in the form of docu-dramas, generated by professionals and users alike, and advanced CGI.)

I remember having the opportunity to compare formative experiences with Dedo Weingert, inventor of the dedo light, at a lighting expo one rainy night in New York City five years ago. One of the biggest differences between my own and Mr. Weingert's apprenticeship he saw the film dailies of almost everything he lit. 

The reason I got to spend so much time talking with Mr. Weingert?  No one showed up to the event, except myself and a few other below-the-line technicians.  In fact, one executive at a nother prominent rental house in New York City recently mentioned to me that attendance at seminars has been declining over the last few years. This phenomena, according to elder technicians, is evidence of the arrogance of today's younger generation.

Ultimately, the generational gap is symptomatic of larger forces and better understood in context:  These are the advance of digital post and acquisition technologies, the evolution of the below-the-line training cycle and infrastructure, the emerging ethos of the game generation and its influence on culture and business, and finally both globalization and the creative economy as it relates to media and entertainment.

Today digital cinematography and digital end-to-end workflows are reaching critical mass. The culture war I came up in between film and "video" has given way to hybrid projects with newer digital formats that incorporate the best of both worlds. The change is liberating for me because I am a member of the game generation.  The newer tools are more natural to my sensibilities, even though they complicate the creative process with an increase in technical variables that influence image quality along the digital supply chain.

Rather than inundate you with a dissertation on these matter I have decided to break my thoughts down and post them in easily digestible gruel (just kidding!) courses. By months end you shall understand why monkey brains are a delicacy. And lucky for you, the meal will be topped by an even better dessert - pod cast conversations with highly respected below-the-line technicians.