Sunday, September 30, 2012

The Difference Between Old School Juicers And The New Kids (And Why I'm Often Confused On Set)...


My, how the times have changed...

Diffusion Bags / Scrim Bags : A lot of the Old School guys refer to these things as "diffusion bags." I'm not quite sure why,  but I've always been taught to call them "scrim bags" (because, you know, there's scrims in them). It can get fun and confusing when you hear the veteran Gaffer say, "Drop some diffusion in that light" and for a brief second, you're stuck wondering how the hell does one "drop" Opal or 216* into a light. 

4/0 : Most of the newer guys don't roll their eyes when you ask to double team the cable. Most of the older guys will and then mumble something about doing it themselves.

Gloves: Many of the older guys don't use them. All of the younger ones do.

The Cameraman / The DP : When I first started working, my peers and I would often refer to our boss' boss as "The Cinematographer" or the "The DP." As I gained more experienced and gained footing on slightly bigger shows, the "Cinematographer" was now solely referred to as the "DP." But as I started working with more and more Old School kinda guys, they almost always referred to the big boss as "The Cameraman." This also would throw me for a loop the first few times I heard it because my immediate thought always was that they're talking about the Camera Operator or even the 1st AC.

Equipment: The older guys are more likely to put shit away when they're done using it. Many of the juicers of my generation simply don't. It drives me nuts.

Future: The Old School juicers look for their next job. The New Kids look for their next opportunity to move up. The Old School juicers  just want to reach retirement. The New Kids still hope they'll become a DP/Producer/Writer/Director...





*I actually do wonder whether or not those links really have a picture of the product.  :)

Sunday, September 23, 2012

It's A Numbers Game.




6 is the number of days a week I've been working recently.
17 is the number of hours I'm gone each day.
15 hours is the longest turnaround I've had (the day off excluded).
6 hours is the shortest.
3 different shows a week is the average I've been day-playing on.
12 is the number of callsheets I've found floating around in my car.
3 visitors are staying with me next weekend.
1 entire apartment needs to be cleaned before then.

That all adds up to...

1 blogger that needs a break.


Sunday, September 16, 2012

Isn't It Supposed To Be The Other Way Around?


I'm sitting on an apple box at staging, chit-chatting with one of the regular juicers from my department while we wait for instructions from the Gaffer.

"I wonder how long we'll be at this set for," he wonders out loud.

"This scene is about a page long, and then we move into the bedroom set for a couple of scenes. They're long ones though, so we'll be here for a while," I rattle off, somewhat matter-of-factly.

"Oh... Do you think we'll go late?"

"Maybe. You're on location tomorrow doing a bunch of night scenes, so they can go pretty late if they wanted to right now without worrying about a short turn-around time."*

"Hm... Good to know." He sits there, thinking for a moment, then asks, "What location are we at tomorrow?"

"At some house in Monrovia."

"Ah. Okay, thanks."

"No problem... But wait a second. How do I know this stuff and you don't? You're here everyday and I'm only here once a week, if that!"

The guy just sits there and gives me a shrug before going back to Facebooking on his phone.

Ah... The life of a day-player... Where you give a shit more than your co-workers, and yet they still get hired over you.





* Despite what Producers may think, crew members need sleep to function properly and need a minimum number of hours between the time we wrap and our call time for the next day. If tomorrow's call time isn't until late in the day, we can techincally keep shooting late into the night and still have our minimum turn around.
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 United States License .