Volume Two - Now For Pre-Order

Posted on February 5th, 2010 by Anthony van Winkle

The title says it all. We are less than a month away from the official release of Night Zero: Volume Two, and are now accepting preorders for this gorgeous volume of collected works. At 190 pages, this book is twice the size of our first volume and contains everything that Night Zero produced in our second year. It’s not cheap for an independent production to self-publish a book of this caliber, printed right here in the USA, and your preorders help make it possible. Every preordered copy will be signed by the cast and crew, shipped free anywhere in the continental US, and include admission (and perks) at the release party in Seattle on March 6th.

Hard to believe it’s already been a full year since our book came out, and what an incredible year it’s been. So much of 2008 was just figuring out how to produce a photographic novel, while in 2009 we were able to take flight and really explore what our incredibly capable team could do. Volume One was our inception, and contained two comics: the Pilot and Episode One, as well as a short story and a variety of behind-the-scenes and origin pieces. Volume Two is our expansion, and contains five comics: Jezebel, Episode Two, Episode Three, the untitled vignette, and Sisters, plus a prequel short story and special insights on the graphic novel.

Thanks to the crossover scene between Episode One and Episode Two, the oldest photos in this new book reach all the way back to the summer of ‘08, one of the first times many of the cast members met, and spans all the way through the Quarantine shoots that fall; Jezebel, the untitled vignette, and some Seattle exterior shoots in the winter; the various skullhunters in the spring; the amazing Sisters vignette during the summer; all the way to the Nazarovs’ scenes and the scratcher catchers the following autumn. I cannot count the number of people involved nor the thousands of combined hours spent to create the contents of this book, but I can say that it is a beautiful piece of art and a deserving sequel to our debut release.

In these tough economic times, luxuries and entertainments are all the more harder to justify, and art is one of the first victims of tightened budgets. Should you decide to purchase Volume Two, know that Night Zero is a not-for-profit organization which supports local businesses and organizations through production purchases and rentals, and that the books themselves are printed in the Chicago area by a small, family-owned business. Not only are these beautiful books priced to sell, but your support helps us cover the cost of printing and continue producing this unique and exciting graphic novel of the post-apocalypse.

CLICK HERE TO PRE-ORDER YOUR COPY

From a Single Shot

Posted on January 29th, 2010 by Anthony van Winkle

For the last two years, nothing has been more “Night Zero” than triple-exposure HDR, the very foundation that allows us to produce the surreal images that give Night Zero its unique look. With single-exposure shots, the low dynamic range lacks the information to calculate rendering such a look, and in the few instances where we’ve attempted to mix a single-exposure action shot with a page of multi-exposure HDR shots, the process is terribly time consuming and the result always muddy at best. High dynamic range means that the number of shades between the darkest black and the lightest light exceeds that which is physically visible at a single time, while low dynamic range has only a few shades between. From the same setup and procedure, a single exposure (after much fanangling) may be able to passably emulate part of the range of the HDR image, but the shadows will clip to black sooner and the highlights will blowout to white sooner, and the final image will be less colorful and more contrasting that its “true HDR” sibling. However, matching one single-exposure to dozens of HDR shots is different than shooting an entire story in single exposure.

When not being compared to full HDR photos, single-exposure tonemaps can provide some compelling styles and visual moods. By compromising on the dynamic range, the final images are either going to be much brighter (sacrificing the high end) or much darker (sacrificing the low end) than an HDR shot, but sometimes that’s exactly what’s desired. As part of the visceral and hyper-real artistic vision for “Special Delivery”, I wanted heavy shadows and strong contrast throughout the story. I browsed dozens of graphic novels, looking at how they used blackness and shadowing to accentuate the moods, motions, and mentalities of the characters. I saw how only lighting certain areas can create perceptions of danger, fear, and dominance. I saw that having a frame that’s almost entirely blackness can be more powerful than having a fully-detailed frame, and I knew that by shooting this vignette in single-exposure, I could have the opportunity to implement those same types of stylized lighting in photography.

Which was serendipitous in its own right, because in order to produce the number of shots I wanted, our lighting for the shoot would have to be incredibly simple. In stage lighting, simple means fewer instruments, and fewer instruments means heavier and more dramatic shadows. We shot the closing sequence first, using the gray overcast and the leftover rigging from the Scratcher Catchers shoot. While Eric and Mark packed up the gear to relocate to our fight arena, the opening sequence and various running segments were shot using just the ambient light. By the time we returned to the arena, the sun was pulling away and our shooting window was short. The setup was as simple as could be: a single, powerful light source, mounted high above the containers, shooting almost directly down upon the actors. It moved to follow them, providing a consistent and highly dramatic light source. As the natural light disappeared completely, the shadows and contrast intensified at the same rate as the fight itself, until nothing could be seen but the mortal combat of the two figures.

Of course the new production style was the most fun for Eli, on camera, who could finally free himself from the tripod and shoot like a photographer naturally does. I blocked out the scenes with the actors and they acted through them in full motion, and Eli (having the shot card for general reference) was free to move in and out of the space, up and down and close and wide, shooting as freely and frequently as he liked. One of his strengths is on-the-fly composition, so giving him the artistic control over his angles, framings, and focus was a great opportunity for the comic to benefit from his skill. He ran through the stacks, jumped through puddles, following messenger or scratcher, lining up and snapping like a war correspondent in the heat of battle. Despite having literally hundreds of photos to work through afterwards, this method of freelance photography, of shooting around the action instead of lining the action up in front of the camera, provided exactly the kind of visceral and in-your-face style that I wanted for the vignette.

What does this mean for Night Zero as a whole? For the regular production, not much. Processing low dynamic range photos for tonemapping is still more time consuming and the result less detailed and colorful, and I’m quite fond of how the standard photocomic looks. We’ve got full HDR production down to an art, and I see no reason to do less than that. At the same time, this experiment has opened new doors for us in the future, should we want to explore other photoshoots that are heavily action-oriented (whether as flashbacks, vignettes, or unrelated comics). It’s another tool in our every-expanding toolbox, ready for the next time we need it.

Delivering a New Kind of Night Zero

Posted on January 22nd, 2010 by Anthony van Winkle

PART ONE OF THREE

Like “Jezebel”, this vignette is based on a very simple premise (ten words or less) and designed to be shot bare and plain. At the same time, while “Jezebel” was built around heavy dialogue and a confined space, “Special Delivery” was built around no dialogue and a very open space.

“Special Delivery” was, more than anything else, an experiment in which our hard-developed production techniques were upended: our tried-and-true methods were abandoned in the pursuit of something new, and there were two major factors (one logistic and one artistic) that prompted this decision.

From a logistics standpoint, the shoot for “Special Delivery” had to be swift. The weather would be drizzling at best, torrential at worst, and we were piggybacking on to an already challenging morning shoot. The longer the story the higher the photo count, and every lighting setup and every frame we capture takes time. At our best, in a well-controlled environment with a full crew and thorough prep time, we produce at ten minutes per camera/light setup plus five minutes per photo, and there was no way this vignette could cover what I wanted in less than forty photos and ten setups… a minimum of five hours (not including breaks) in a perfect setup. Take that perfect setup out into the cold November rain, your only shelter being a 24-foot box truck leftover from the morning’s shoot, racing the ruthless darkness of a 4:30 sunset, and the truth becomes all to obvious. There would be no way we could accomplish “Special Delivery” with our standard method of production.

From an artistic standpoint, the shots for “Special Delivery” had to be visceral. This story had to be in-your-face sweat and blood and dirt and rain, up close and personal instead of clean and distant. In film terms, our standard production is like steadicam, and I wanted this to be hand-held. For shots of Natalie running, I wanted her to be running. For the blow-by-blow with the scratcher, I wanted fists swinging and legs dancing. I wanted every frame to be dark, gritty, and alive. Instead of masking action offscreen or awkwardly faking it with apple boxes and harness rigs, I wanted breath and pulse in every shot. If the regular comic is surreal, this one had to be hyper-real. I wanted to do everything the opposite of how we’ve always done, which meant there would be no way we could realize “Special Delivery” with our standard style.

Fortunately, there was a single solution to both of these challenges, and although it flew in the face of everything we’ve established, there was no better time or place to let the great experiment begin. We were still producing a photocomic, we were still storyboarding with shot-cards, and we were still tonemapping images for a unique look, but there was one staple of Night Zero that was no longer in effect: “Special Delivery” would not be shot in High Dynamic Range.

Episode Three - Retrospective

Posted on January 15th, 2010 by Anthony van Winkle

My original design was to write a retrospective on the production of episode three, but as its conclusion coincides with the end of the year, it seems more appropriate to reflect here upon all that was Night Zero in 2009. I’ll try to avoid re-hashing too many of the specifics that I’ve already covered in posts throughout the year, and instead try and remain reflective of the experiences themselves… but no promises.

The year started right off with Jezebel, our first vignette, with three brand-new cast members and an ambitious shoot schedule. It was a learning experience about freezing temperatures, confined spaces, wonky costumes, and wow it was a blast. Even though episode two hadn’t begun online yet, we had already trumped the best of its shoots (thus far), and that’s really what would come to define the next twelve months. If 2008 was the year of “what the hell are we doing?”, then 2009 would be the year of “how can we do this better?”

When I think back on what it was to create Jezebel, the thing that stands out strongest in my mind is the trio of Sidney, Meagan, and Graham, who together made the piece everything that it is. The energy and enthusiasm they all shared, in spite of (or necessitated by) the numbing coldness and awkward, cramped quarters; the power of the emotional expressions they each brought without any rehearsals and barely a week with the script; and the genuine connection they had on set and on camera. My favorite aspect of Jezebel was the opportunity to work with the three of them, and the collective body of Night Zero is all the stronger because of them.

The benchmark set by Jezebel was readily met by our first serial shoot of the year, Yevgeniy’s house, in the beginning of February. This shoot brings to mind a sense of confidence, as though we were finally getting a handle on regular production. We had plenty of time to finish our schedule, plenty of people to manage the shoot, and a warm, well-lit location to spend the day. Not that every shoot previously had been in miserable conditions (although more than a fair share were so), but Yevgeniy’s house I remember as a particularly relaxed and well-oiled production, with top-notch photos on top of that.

All told, though, February was a busy and stressful month. We had four shoots within five weekends (Yevgeniy’s house, break, Claire’s dorm flashback, the alleyway escape, and Left 5 Dead), on top of our first book arriving and the epic release party that followed (not to mention the grueling hours spent preparing the “survivor packs” given away with pre-orders). In my other life, I was trying to move out of my apartment by the end of the month, but not into another apartment because I would be off to Germany and Austria for three weeks. February was brutal, for myself and those unlucky enough to help me, but we got some great product out of it and learned a good deal about advance planning and tempering our schedules.

The big game-changer of the year was the Emerald City Comicon, where we made our first attempt to reach the outside world with our bizarro “comic book”-type product. I’ve written in depth on the event itself in the past, but in retrospect, what stands out the most about that weekend was the quality of the Night Zero crew. Since my return from Europe I had been burning non-stop to get all the pieces coordinated for the convention, and it was a chaotic Saturday morning getting all the final parts where they needed to be before the doors opened and the throngs flooded in. I didn’t know what to expect from the show, but when the bell sounded and the show floor filled with eager fans, I was stunned to find that I was outside the chaos. Kelly, Alexander, Tara, Forest, and all the team at the photo booth were energized and in complete control; Jana was dominating the makeup station; and I was never prouder of my people. I could wander the show and talk to the crew and fans alike, I could leave the convention to fetch coffee and lunches for the team, I could step aside and chat about Night Zero in great depth to visitors from the film and production communities, and I could step in and out of the photobooth to help out, sign books, or just be in the way. In theater I’ve never been the kind of director who can open a show and then walk away, so it was a surreal experience for me to set the convention in the hands of my team and step back, admiring the incredible work they did with it.

A few more events peppered the year, as we tried to find our niche markets and spread the word about our project. The Crypticon horror convention was a great time, a much smaller show than the ECCC but much more intimate, with more time to actually meet and talk with people, make new contacts, and discover what other people are up to in the community. And there is no greater joy than working at a convention down the aisle from the [adjectives insufficient] Doug Jones. There was the world-record-breaking zombie walk in Fremont, a few appearances at the Fremont Outdoor Movies, and even a trip to Hollywood for a special event screening of Shawn of the Dead. At none of these events (not even the always-busy Comicon) did we net positive cash flow, or come close to breaking even, but they were a ton of fun and I look forward to returning to (at least some of) them in the coming year.

If there’s one way to describe the summer of 2009, it would be “pulling out all the stops.” From the three days of madness to assemble and shoot the skullhunters’ house, to the explosive growth and demands of the Sisters shoot, to the epic zombie takeover in downtown Seattle, all the way to the rainy day on the waterfront surrounded by stacks of shipping containers, we took no shortcuts and spared no efforts to get the maximum out of each endeavor. Thinking back, to the success of the skullhunters house I credit Eli, who was a carpenter, hauler, photographer, gaffer, and cinematographer all in one, and exceptionally so. To the success of Sisters I credit Jana, who assumed hands-on responsibility for costuming and makeup in what was our first attempt to seriously do either, while at the same time committing to a rigorous shoot schedule as one of the featured stars of the story. The success of the downtown shoot is undoubtedly thanks to Gina and Gale and Eric, who arrived out of nowhere just a few weeks before and descended upon the production with an army of energetic production assistants, not to mention the brains and the experience to coordinate them and a hundred zombies all at the same time. And as I recently posted, the accomplishment of the scratcher catchers scene is to the credit of Justin, who endured countless hurdles and rejections in his tireless attempt to find me the location I wanted.

Of course none of those shoots, nor any other, would have been anything without the one and only Kelly Ota, who has been a staple of Night Zero production since the beginning. Not only was she focused and patient through the longest of shoots, but the amount of preparatory work she put into each production made our work possible, from scheduling actors to following up on locations to creating the shoot schedule and shot lists for each day. Having wrapped episode three and the downtown photo shoot, she now moves on to pursue her own projects, and we all wish her the best of luck. I could not have asked for a better friend and teammate.

So when I think back on 2009, I see all the ways in which Night Zero has pushed the limits, not only of its own production capabilities and scale but in the forefront of photography and the photographic novel. We didn’t just make our way through the year, we crushed every obstacle and accomplished what would have been impossible to a lesser crew. Our family was joined by wonderful new people, our archives were filled with gorgeous new shots, and our benchmark has been set so high, I don’t know how we’ll ever top it next year.

But we will. That’s just what we do.

Act Three Exeunt

Posted on January 8th, 2010 by Anthony van Winkle

And so ends the third episode of Night Zero, and here’s how it tallies up:

  • 52 hours of shooting across 9 dates
  • 17 actors and 15 crew members combined
  • $9500 expended
  • 2,774 photos shot
  • 290 frames on 52 pages
  • 409 days from first draft to last page

Unlike our previous work on episodes one and two, wherein a single location provided the bulk of the content and repeated visits to that location were the majority of our shoots, episode three required a larger variety of locations and a longer list of shoots. Even though the number of pages spent at the skullhunters house is about the same as in the primary locations in each of the first two episodes, we didn’t have the time or the resources to keep returning to this location to shoot. We had to tackle everything here in one weekend, so that there would be time enough to scout and shoot the rest of the episode as well.

Producing this shoot was not an easy thing to do. The house itself was a property being rented by a quartet of friends (including Ben, who plays Blaze in the episode), who generously agreed to a weekend-long occupation of their home by the Night Zero crew. But whil the space itself was as easy as walking in the door, revamping the exterior to be a fortified bunker and the interior to the look of a formerly-modest house taken over by two ruthless thugs… that was a bit more of a challenge. It was then necessary to work the timing of the set construction in with the availability of the cast, all of whom had here-and-there scheduling conflicts for work, school, rehearsals, performances, and the like. The piece of paper that held my scheduling notes became a mad mess of charts and diagrams, mapping actor availabilities with needed character combinations and interior/exterior locations based on time of day and sunlight. It was a mess, and going into that weekend, the madness never let up.

Which isn’t to say the shoot wasn’t a success, or that it wasn’t a fun and educational experience for the team, but it certainly was a nightmare of a weekend. The days were too long, the sun was too hot, the cast and crew overworked and under-rested. With the schedule so hectic, some things got missed (like whether a character was wearing their watch, or how a piece of clothing was worn), some things got mis-placed (the storyboards were a common delinquent), and some things got cut (significant portions of dialogue were sliced and diced just to keep the pace moving). It was a methodical madness, but plenty of good certainly came of it.

Part of the challenge we had on set that led to much of the frustration was the singular notebook with all the storyboards for the scenes. The complete skullhunter house production was broken into seven distinct segments, based on how they would appear in the final comic, but these segments weren’t storyboarded in order and were therefore not in the book in order. I needed the book so I knew what the actors were to do, Eli needed the frames to know what the camera was looking for, and Kelly needed the list of shots to know where we were and how to tweak the schedule to keep us on track. We definitely ran over schedule and I knowingly cut and merged shots on-the-fly to try and simplify the process, but it was apparent through and through that we needed a better way to handle complex shoots. We needed a way to organize all the information about the shots, and a way to share and reformat this information for everybody on the team to get what they need. We didn’t know what that solution was because it hadn’t been invented yet, and although we would move ahead to shoot Claude and the Trio before figuring it out, the insanity of the skullhunters house is unquestionably the catalyst that made clear the need for, and ultimately led to the creation of, the game-changing shot card system.

It was still a good time on set, despite the chaos, and I’m pleased with the results. It was our first extensive work with Christian, playing the role of Edge, and he and Tamara were a great team together, and it was also the first time we’d seen Ben since the warehouse shoot back in Episode One. The weekend was a challenge we faced and overcame, and was the first in a set of increasingly-complex shoots leading up to our end-of-summer extravaganza.

And so, indeed, ends the third episode of Night Zero. Next week kicks off a vignette of a different sort, and I think you’ll really enjoy it.

Eli uses a remote monitor to preview the shot

Eli uses a remote monitor to preview the shot

Tamara takes a call while the shot is set up

Tamara takes a call while the shot is set up

Scene instructions with Christian and Tamara

Scene instructions with Christian and Tamara

For expediency, I ran a second camera parallel to Eli

For expediency, I ran a second camera parallel to Eli

Elmo pays a visit to the set

Elmo pays a visit to the set

Jana gives some special attention

Jana gives some special attention

Eli and Elmo hang out together...

Eli and Elmo hang out together...

...but also work together

...but also work together

Ben and Elmo on a break

Ben and Elmo on a break

That puppy saw the shoot from all sides

That puppy saw the shoot from all sides

Between the Lines

Posted on January 1st, 2010 by Anthony van Winkle

During the course of Episode Three production I was often reminded of my experiences directing in theater, and one of the ways in which I found parallels between the two is in unwritten action. A stage script contains strictly the dialogue spoken by the characters and the essential (required) elements of stage directions. There are no instructions on how the characters carry themselves, or when they stand and move about the room, or even the mood and tone with which they deliver their lines. Everything is subject to the director’s vision and the actors’ interpretations, which is one of the reasons why a single show can be produced so many times and still be a different experience (for better or for worse). I don’t have as much experience on film, but I do know that (for the sake of storyboarding and cinematography) the stage directions are much more abundant and precise.

Through three episodes of Alexander’s scripts, the production team has gotten more comfortable with the logistics of shooting and can spend more and more of their energies focused on their particular unique tasks. Having story cards, the camera operator can spend less time worrying about what the angle is going to be and instead think about which lens and cropping to use. Having shot setup lists, the director of photography and gaffer can spend less time figuring out where the lights will need to be and instead work with more complex setups faster and more efficiently. And having an experienced team to handle all these aspects of the shoot and keep the production rolling, I can partially step out of the producer role and put my energies towards the finer aspects of directing. One such aspect that I’ve been pleased to explore (in episode three particularly) is the non-central action of the story– everything that happens that’s not in the script.

Episode three, like episode two before it but very unlike episodes one and four, develops primarily through dialogue rather than action. From a production standpoint this is simpler, as shooting characters in conversation is easier than shooting characters in motion, but from a design standpoint it provides a different set of challenges. Looking back at all of Edge’s scenes throughout the episode, in conversation with both Blaze and Claire, he discourses on a broad range of topics without being required to DO anything, and never having necessity to move outside of the main areas of the house. There was still a lot he had to say, though, which meant a lot of photos and a lot of pages. The challenge for me in storyboarding, then, was to keep his character (and those around him) engaged and active without distracting from the conversation of the scene.

There was more to it than just filler, there was meaning. In his first scene with Blaze, Edge does very little of the speaking, which immediately says something about their characters’ relationship. To play off that, I drafted the setup where Edge would be the active one and Blaze would be talking and talking but not participating hands-on. The same is true of their second scene, and Claire is certainly better off for it. In her scenes with Edge, the conversation was more balanced between the two of them but was still divisible into Claire-centric topics and Edge-centric topics. I wanted to keep their non-central actions simple, so there are really only two elements to compliment their dialogue. When Claire is asking about Edge’s past she is exploring on the reader’s behalf, so for those portions I wanted to have her physically exploring as well, walking through the house and piecing together the whole of his life. When the conversation moves back towards her story, I chose to emphasize tea as her comfort, not only with the script but also as it appears on camera. Leaving the characters in the background while the teapot sits in the foreground, or cropping a shot at her hands around her cup rather than at her face—not only do these shots break up the monotony of talking heads, but they help to provide associations with who each character is (beyond what they say).

The scene in Yevgeniy’s house was much the same principle. In the conversation between he and Marion, the only scripted action was the reveal and draw of the silverware-drawer pistol (scripted because its integral to the conversation of the scene). For this scene I wasn’t going to do a lot of closeups and object-shots like with Claire and Edge, mostly because that was already done on the opening “montage” for this scene. Instead I would focus on the characters as I would during a normal scene, but keep them engaging in ‘trivial’ activities to prevent the scene from stagnating. Marion remains fairly static in the scene as a status choice: if she can break into his house and confront him without lifting a finger, it gives her more leverage in the power balance. Yevgeniy, on the other hand, is quite mobile and active, not just to make the scene interesting but also to contrast with his stern, stoic demeanor in the office scenes. He’s always got something to do, from setting down the bat to putting on pants to pouring a glass of wine, his motions in the scene directly reflect the levels of tension and respect between himself and Marion.

Which isn’t to say that such is always the case. For the opening scene between Claude and the Trio, the actions of the scene were thoroughly detailed in the script because there was such a back-and-forth between the dialogue and the action. For the scratcher catchers scene, the central action was enough to keep the brief scene consolidated into a small area, and just moving characters to and from, in and out of the truck was enough to keep it dynamic. And the brief scenes with the Nazarovs (sisters and brother alike), a few close-ups of some of their objects brought some diversity but the scenes were so short it wasn’t much of an issue. So there’s a bit of everything in this episode, which is how we like it. Just wait until you see what we did in the next one.

Forest as Katrina's stand-in while the shot is setup

Forest as Katrina's stand-in while the shot is setup

Don't mess with the cameraman

Don't mess with the cameraman

Our first shoot with a live monitor took some setup

Our first shoot with a live monitor took some setup...

...but was a huge help in setting up complex shots.

...but was a huge help in setting up complex shots.

Flynn watches the crew in action

Flynn watches the crew in action

More

More opportunities for sitting than a normal shoot

The man at his craft

The man at his craft

The boys show off their guns

The boys show off their guns