RESEARCH – Intellectual Property + Omni-Gaffer

(Addresses outcomes – GR1, GR2, PER1)

Approaching the work as a larger group this term requires us to consider the potential real-world management of such activity. As such, I will briefly discuss our decisions for splitting up of credit in the context of Omni-Gaffer Productions (which I cover in more detail in my post about contracts here) provide an overview of some issues with intellectual property we’ve researched, and discuss the possible business structures we might use to enable our work.

Five parties constitute Omni-Gaffer Productions, and it’s the agreement between these five parties to work together on the film projects at hand which really brings that business into being. Obviously, no money is changing hands for the work, but credit will be due for work in the academic context and it’s this which drove us to formalise our collaboration in this way. We hoped that doing so would enable us to carry out more ambitious work (by providing more comprehensive services to a larger number of films this term), in that researching and operating something akin to a formal business structure would go some way to breaking down a situation we’ve identified at university as something akin to silo mentality found in corporate literature:

Silo mentality is an attitude found in some organizations that occurs when several departments or groups do not want to share information or knowledge with other individuals in the same company. A silo mentality reduces efficiency…‘ (investopedia.co.uk – emphasis in original) [GR1 + GR2]

In the case of creative work at university, it is more the sharing of labour (rather than knowledge specifically, though the latter tends to follow) which is avoided because students do not see the value of collaborating outside of their small groups within the context of their own disciplines, usually because they believe they will receive no formal academic credit for doing so and, obversely, are often hostile to the implicit idea that others will be unfairly rewarded for work they themselves have not carried out. As such, we were interested in making sure formal rewards would be shared between the parties to the Omni-Gaffer Productions workload in the hope that this would incentivise closer collaboration and increase our efficiency as a team.

I have tended to break the work on the five films we’ve carried out into two categories – Services and Creative. Examples of services would be location audio, dub mixing, foley and editing, where creative would be compositional work. The key distinction between these is whether or not they entail the creation of intellectual property, such as the composition of a new musical work for the use of the film, and this creation of intellectual property problematises the situation we’ve developed somewhat when we transcribe it to the real world.

Basic first principles of intellectual property: ‘Intellectual property is something unique that you physically create. An idea alone is not intellectual property. For example, an idea for a book doesn’t count, but the words you’ve written do.’ and at the point a person creates, a copyright is also created- ‘Copyright protects your work and stops others from using it without your permission. You get copyright protection automatically…‘ (www.gov.uk).

With regards to music specifically, this gives rise to the potential for two types of renumeration for works in the form of mechanical and performance royalties. Mechanical royalties are payable on the copying or reproduction of a song or work, where performance royalties become payable when the work is aired in public, such as on television or the radio. These royalties are relevant to the university project because they can provide a longer tail of income (unlike services for which payment would generally be rendered upon completion) which should be properly accounted for if the collective has been involved in the production of the intellectual property (such as several songwriters collaborating on a song) as a future stream of income, and because the rights governing their use must be established in the specific context of each film and Omni-Gaffer Productions, and between the individual composer or composers and the collective body that is Omni-Gaffer Productions. [PER1]

I deal with these latter two specific agreements in another post, and will here concentrate on research carried out on the specifics of intellectual property as it relates to production by students in the context of a university course.

There was initially some question as to whether IP created by students would be controlled by the university, given the university’s role as facilitator and the argument that creation of IP is often facilitated by use of the university’s equipment, giving it as an entity some claim to proceeds generated from IP’s. We were referred to the university’s policy on  student IP which states ‘The University of Lincoln acknowledges that its students own the IP in materials that they create in the course of their studies with the University unless there is a written agreement to the contrary.’  but that …’Students enrolled with the University may be required to assign their IP to the University in a number of circumstances which will require them to complete and sign a Student Intellectual Property Rights Agreement.’  (University of Lincoln)

Furthermore, the wider policy on intellectual property states that ‘The product of work carried out with the benefit of the University environment (including facilities, resources, expertise and intellectual assets) constitutes Intellectual Property that should be owned, protected and used by the University for the benefit of the University specifically and for the benefit of society more generally.‘ (University of Lincoln).

Whilst this seems to be a case of the students retaining IP unless they sign it away, there is a conflict evident between the general policy claim and the student policy claim where IP can be considered the product of work carried out utilising university facilities and advice, and where ambiguity exists it’s usually a good idea to seek advice, which I did.

Barry Turner is a senior lecturer with a specialism in media law who, upon consultation, pointed out that these matters are ultimately rooted in the laws protecting consumers in the UK. He referred me to the Competition and Markets Authorities Guidance for Higher Educational Institutions, and in particular page 48:

“…In general, HE providers will not have an automatic statutory claim to intellectual property (IP) generated by students given that they are not employees, but many HE providers do set out rules about IP ownership in their IP policy/terms and conditions. Undergraduate students can generate significant IP products, for example in creative sectors this could include designs, artworks and writings.

5.33 A term that has the object or effect of changing the ownership of IPRs from the position that would exist under the general law is potentially unfair. Where IPRs are created by a student during their time studying and they would belong to them under the general law, the starting position should be that they retain the IPRs.

5.34 A blanket term that applies so that all students’ IPRs (for example, all written work, creations, inventions and discoveries) are assigned by students to the HE provider, regardless of the circumstances of study or the type of course, may be open to challenge as unfair under unfair terms legislation.

 The key distinction is between an employee and a consumer, though there is also a further question as the ability of the university to compel a student to sign away these rights which I will digress from tackling here, but sufficed to say LSM student IP’s have significant protection under law. [PER1]
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KEY POINTS – 

How and why OG exists – Professional practice

  • [GR1] To professionally operate as a small to medium size company (or other recognisable business entity) in the audio production / post-production field might.
  • [GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.

Details of intellectual property situation at university and relevant laws – Research

  • [PER1]  To develop a better understanding of the pros and cons of business structures, processes, regulations and agreements which might enable film audio producers to collaborate on multiple projects.

 

P + P – Omni Gaffer Production Schedule

(Outcomes – GR1, 2)

This post is a quick visual precis of the planning process for the work we carried out, which we kept track of with a google calendar. Each film is colour-coded, as are planned absences and important dates etc. [GR1, 2]

This was our production schedule at the beginning of March, with each film’s post requirements married to facilities bookings –

Production schedule at beginning of March
Production schedule at beginning of March
Production schedule at beginning of March
Production schedule at beginning of March

This was the production schedule after we reorganised post facilities bookings and attempted to squeeze work into other facilities –

Production schedule at beginning of March
Production schedule after facilities cancellations
Production schedule at beginning of March
Production schedule after facilities cancellations

…and this is how the schedule looked as the final week approached –

OG Productions Calendar 3 - Final Week

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Key Points

Evidence of forward-planning and adaptation of organisationProcess Management

 

  • [GR1] To professionally operate as a small to medium size company (or other recognisable business entity) in the audio production / post-production field might.
  • [GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.

 

P + P Other – World Building – Street Scene

(Outcomes in this blog – <IN3> – <PER 1 + 3> – <GR 1, 2 + 5>)

I very much wanted to tackle the sound design for the futuristic, post-nanotech city scene from Immort as part of my work on this project, and was able to make a start on this as the film was being shot thanks to early provision of an animatic of the film. Below is the evolution of the scene from my initial mockup to the picture lock version handed over to the supervisor who also mixed the film.

Immort’s supervisor had initially produced a detailed sound design plan for the film, which formed the basis of my initial approach to the scene’s construction.

https://www.youtube.com/watch?v=xOPA2XrnVUg

I looked immediately to Blade Runner – which includes the great street scene of sci-fi film with an insanely complex audio mix carried out by Graham V Hartstone – but the feel for Immort is intended to be different in terms of the behaviour of the characters. Lot’s of the specific things seen on screen in Blade Runner have their own tiny, almost momentary sound narrative set against the extreme bustling of the city defined by sirens, wails and pulsing humanity. By contrast, people in Immort’s world are quiet and contented, even if they are constantly beset by their connectedness thanks to their constant HUD’s. My initial mockup backdrop tried to hit similar notes to Blade Runner in the sound of humanity being strongly signified, though it’s very difficult without the specificity of actual picture available to work from. The mockup below is constructed almost entirely of heavily manipulated samples, with a couple of simple keyboard drones from Protools soft synths. It’s ugly, but gives an idea of where I was going. <IN3>

I had to change approach after discussing with Immort’s supervisor during the session in which I constructed it. He’d just come off set for the film with a better interpretation of the directors requirements and the outcome of the actual shoot for the scene. His location experience with the film told him that the extras would be considerably sparser than first implied, so lots of humanity in the audio pallette would likely not work. We arrived at an idea of generally quieting the people with bursts of the sound of their personal soundtrack as they pass-by, and the base layers defined by the unearthly hum of a nano-technological city. <GR5 + PER1>

My first attempt at following this direction up was done to a rough, no vis-fx rough cut of the film, and can be seen below –

Seeing this actual picture, the visuals turn out to be much more down to earth. Both budget constraints and a lack of extras mean the scene has ended up much sparser and near-future than the one I initially envisioned even if we discount the lack of VFX in this cut for the moment. As such I retooled the atmos more in the direction of Invasion of The Body Snatchers (the 1978 version), muting the drone of the people and trying to bring out a sense of disconnectedness (largely using manipulated foley FX and further samples, in line with the protaganists desire to be unplugged from the matrix and the suggestion of enslavement to their technology causing them to take greater care as they move around the real world. <GR5>

Instead of solid footsteps the extras feet are muted and shuffling, for which I referred to multiple scenes from Bodysnatchers like the scene linked below which dispenses almost entirely with ‘human’ foley even in crowded scenes to emphasise the distinction between the protaganists and the masses. This feel was fortuitously enabled by the incredibly well regimented ‘crowd’ at the end of the scene. There is a nod to the Blade Runner approach however, in that the HUD’s of some of the extras are momentarily given life in the audio realm as the protaganist passes them. <IN3>

Finally, this work was passed over to Immort’s audio supervisor in stem form and was incorporated into his final mix of the scene, which is backed by a music track to heighten the sense of chase and sounds which relate to the new visual FX absent from earlier cuts. <GR1 + GR2>

Reflecting on this work, I think the whole process here demonstrates once again the power of picture over the audio dimension and the importance of finding synergistic balance between them. As such I think I may have wasted a little time attempting to construct anything useful for this scene from the animatic and should have foreseen that the production would not achieve the levels of production they desired, though the early work was still very useful as an opportunity to dissect the scene’s from Blade Runner and Bodysnatcher’s critically and take lessons from them, and it certainly informed the final piece in an overall positive way in the end. <PER3>

Furthermore, the process is an example of the way the group of audio producers collaborated on aspects of the films. If I had been limited to working on the film I supervised, which was shot entirely in one location, I would have been unable to build, experiment with and compare and contrast the atmosphere work in various films as I did here, a process with which I was able to usefully fill time prior to the arrival of work on my own film, which in turn benefited the group outcome. <GR1 + GR2 + PER1>

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Key Points
Examination of Blade Runner and Invasion of the Bodysnatchers as reference for work – Evaluate similar works

  • [IN3] To better my understanding of sound design with at least some reference to the science fiction genre – (Sound Effects Editor)

Construction and evolution of the audio for the scene – Application of skills and conduct in production

  •  [PER3] To expand my knowledge of the theory of and audio techniques deployed in films similar to or influential upon those we will deliver.
    [GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.

Reflection on the work – Individual reflection on learning and team role + Process Management.

  • [PER1]  To develop a better understanding of the pros and cons of business structures, processes and agreements which might enable film audio producers to collaborate on multiple projects.
    [GR1] To professionally operate as a small to medium size company (or other recognisable business entity) in the audio production / post-production field might.
    [GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.

 

P + P – Location Audio Contribution

This post is just a quick precis of the location audio work I was involved with in pictures and videos, for the sake of evidencing of contribution. [GR2 + GR3 + PER4]

Shots from the set of Descent
SUPPMATT - DES Clapper Board

We get our mics everywhere –

SUPPMAT - Radio SUPPMAT - Radio Pack 2   SUPPMAT - Radio Pack 1

…and we get everywhere –

SUPPMAT - CrewSUPPMAT - UnderstairsSUPPMAT - Kitch 1SUPPMAT - Kitch

 

 

 

 

 

 

 

 

 

 

 

 

Shots from the set of Immort –

IMMORT - Tight Lipped

Cramped conditions are us…

IMMORT - Stick it whereverIMMORT - Roof MixIMMORT - Tiny Sets

 

Shots from the set of Remember –

REM - SUPPMAT - Afraid Mixer

REM SUPPMAT - ActorsREM - SUPPMAT - Resting Boom

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KEY POINTS – 

Photographic and video evidence of location audio work carried out for three films – Contribution

[GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.
[GR3] To provide a professional standard of service in respect to location sound recording and post-sound design / mixing.
[PER4] To contribute extensively to multiple film productions.

 

P + P – Final Progress Report – April

(Outcomes – GR2,5 + IN1)

This will be the final situation update for this project, taking place after our final review of the work in progress for all of the films that comprise the artifact. The date of this entry is one week prior to our deadline, so any other pertinent information on the actual carrying out of the project will be included in my final summary.

We have received picture locks for all the films except Immort throughout the early part of April. All of these have, naturally, then been broken by the various editors and directors in charge to a greater or lesser degree after we have started work on the fine audio work, mostly due to a lack of understanding of the import of the word ‘lock’ on the part of student filmmakers.

Descent and Sour Puss are nearing the final mix stage, with foley, dialogue, music and SFX all largely complete. We estimate these films will require another 12 hours of work between them to complete.

Remember has fallen behind schedule due to poor practice on the part of it’s editor complicating our dialogue edit. We estimate another 15 or 20 hours of work will be required here.

Feel Good is still technically incomplete because the production team have failed to factor production of the montage sequences they’d slated throughout into their timeline, but it’s supervisor assures us we will be handing in the version slated to arrive at end of play today or, failing this, the one we have already been working on regardless of further changes to picture. This will require a further 15 hours of working time.

Having seen it’s ambitious plan for the ‘real-life’ aspects of the film largely stymmied, pressure on the visual FX team working on Immort appears to have increased. This has caused an extension to be required to the production, but we are still required to deliver the film with audio complete on the 5th, in time for it’s premiere. In addition, the repeatedly delayed VFX cut of the film is now promised to us on Monday the 2nd May – 4 days prior to our own hand-in date. This is not ideal, but the supervisor of the film is confident it can still be delivered since much of the work on the film (such as scoring, dialogue and foley editing) is complete. We’ve collectively agreed that this is the concrete outer limit of what we consider achievable, and that we will be required to hand in the version without VFX we’ve already largely compelted if this final deadline moves any further. It is difficult to estimate how much time the film will need, since the VFX could make the current audio obsolete, but we’re prepared to commit a further 8 hours if necessary (the film is relatively short). [GR2]

My contribution has largely been made to Descent since it’s pictures began to arrive, with some extra sound design work for Immort based on the concept art for the as-yet-incomplete VFX and basic atmosphere work for Remember also taking up some creative time. Foley editing of Descent has proven quite complex, as the mix of production audio and foley I’ve settled on is difficult to achieve the correct balance of in terms of the environments depicted. The dialogue edit (which was largely handled by another member of the group) also suffered from unpleasant room effects (despite being of good quality), and required a large amount of treating and balancing to complete. [GR5 + IN1]

Time spent on admin has noticably dropped off this month but has essentially been replaced with internal quality control meetings driven by the interminable watching of the different edits as they’ve come in and the transfer of sessions and data around different facilities, and the changes to ostensibly locked pictures have also lost us extra time resyncing audio. Elsewhere, the cancelling of our facilities bookings have also continued to reverberate, with us having to stake-out the Sound Theatre three days of each week and second guess the movements of other students in an effort to find extra time for foley, VO recordings and sync work.

Reflecting on the situation presented here, we’ve been reasonably fortunate that only one film has been significantly delayed in production and even then in a way which has enabled us to work on it regardless, but the final week sees us in a position just shy of the required number of facilities hours we need to complete and mix the films, a situation which could become severely problematic if further issues arise from Immort’s incomplete state.

The process of collaboration and feeding back amongst the group during the post phase in April has been very useful to everybody, not least in my case with Descent – This film has been an exemplary example of the collaborative effort we undertook in post, with dialogue edit, music construction and foley / SFX all benefiting from a significant collective contribution which has then been brought together, finessed and is just about ready for mix. I have learnt however that this process is similarly time consuming and that it effectively takes the place of the administrative work from the earlier part of the process, though I believe it is just as critical for achieving our desired outcomes.

In the sense of effective collaboration the project has undoubtedly been a success, with five films now largely complete to a much better standard than we could have managed as individuals. [GR2]

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KEY POINTS – 

Overview of situation with a week to deadline, and plans moving forward. – Process Management
[GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.

Breakdown of work carried out in April so far – Contribution
[GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.
[IN1] To successfully manage the provision of service by the business for the film Descent with regard the assignment of resources, specialisms and working time, liason with the director, editor and producer on a practical and creative level, and communication of information on their needs and requirements for the piece in order to appraise the efficacy of the collaborative approach to working on the piece – (Supervisor and Company Officer)

Reflections on the process – Individual Reflection
[GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.