Had a pretty fun set where half the crew was in the water...kids, crew, gear. Its one of the things I love about this business...for someone with the attention span of a two year old having things change up from day to day is big.
Had a underwater housing standing by to protect my box but in the end it wasn't worth the cumbersome compromises to shooting. A zip lock bag worked great....had been carrying a few with me since the Fiji shoot. Just screwed a UV lens filter over the plastic and onto the lens and then used a xacto knife to cut away the plastic. This creates a good seal on the lens end. Same thing with the eye piece,

not such a good seal here but good enough. I learned th
is trick from a photographer in Thailand in the mid 80's. It isn't water tight by a long shot but if you don't drop the camera in the drink it is good enough for 98% of what might splash up.
POOL SET-UP - Shooting & Directing kids...
Three kids in this set up. The shot was conceived in pre-producton with the front kid simply getting sprayed by the product and reacting, the young lady and the rear boy are wackin the product and having a good 'ol time doing it. Whats critical here is that the kids have a clear line of sight to their roles. Each is given a specific task or a role to play. As a general rule, I literally show them what we are looking for...basic posing and types of expressions and energy they might try. Very broad stroke direction on the front end and fine tuning once I see what comes out of them naturally. If they get in the zone themselves, I give them a wide berth. If I overdirect, they end up in their heads and spontaneity is lost. It is really hard to get them out once they are pushed there. In the pre-digital days, it wouldn't be unusual to shoot dry (no film) for a few minutes just to get kids comfortable with the shooting conditions and see what their spontaneous energetic reaction to a short set of directions is. When directing kids I always try to hold back on heavy handed direction until I need to...small course corrections only. After they start repeating, then I jump in like a lion tamer.
We had cast enough kids, 7 to get 3 heroes and allow for burn outs. I think we need to put a apple crate under the little girl to get her high enough out of the water too. The boy in the front got worked the hardest, he kept delivering great variety and believability on cue.
Once we started, we were essentially finished shooting inside of about 20 minutes. In post production, we shopped the water a little bit, increased the effective size of the product, erased the C stand that was holding the product in place, a corner of the 12 x 12 and that was about it.
MAKING STYLING DECISIONS ON SET
Like casting decisions, I prefer to put in my 2¢ and back off when it comes to on set styling decisions. It has been my experience that responsibility for the myriad of options that take place while shooting is something that I don't really want. In fact, I often don't even want the stylists to that responsibility either. Unless they are working directly for the client their task is to make a decision, be ready with options and let the client approve or revise. Their job is to execute the AD's vision not take responsibility for it.
It often seems that these never-ending styling decisions (blue goggles or pink?, solid bathing suit or print? should they wear the goggle on there forehead or over their eyes?), are often what the client "would do different" if they could on the back end. They can be hot potatoes. On more than one occasion I've had a "minor" styling call turn out to be the reason a shot was "just OK" instead of great or worse...we have to reshoot something. I rarely fall on my sword about styling calls anymore...let the stylists and ADs earn their keep.
When in doubt, I just shoot a few more minutes with a alternate choice just to cover myself. But beware the "lets just shoot it both ways" syndrome...particularly if it starts to bec
ome a knee jerk reaction to actual decision making. When the shooting schedule is tight...it can eat up a tremendous amount of time. When it comes down to it...the bottom line is the client. If it makes them happy, I shoot it both ways.
LAST SET-UP OF THE DAY
Usually late light is so beautiful it is used as a main...in this case, we would use it as a rim (edge lighting) on our subjects and to do all the work on the background of the shot. This killer light pouring through the trees established the attitude, direction and integrity of the two 500ws dynalite 4040 heads coming in at 45 degrees on either side of the whole set-up. Because of the trees, a significant amount of the sunlit was cut down by the time it hit the kids in the foreground...our rim lights basically just put that light back. In addition to how this would look on the children, this was also the key to bringing out as much definition and detail in the water we c
ould. The set still (right) shows Ken flagging one of these lights from flaring into the lens. Another assistant can be seen flagging the lens from the sun at camera position.
SHOOTING WITH PROTYPES
The manufacturing of new product lines often run behind the deadlines for final art for catalogs, POP displays, packaging and sales sheets. The actual product we shot in this case was a proto-type...if were lucky to have two of them. If we are really lucky one of them will actually work for longer than 15 minutes. In most cases, the prototype has already been through its paces performing other tasks before it gets to the photography stage which means by the time I see them they are often "tired". The crew on this GAME shoot included their company engineer whose task it was to watch over the prototypes and keep them working long enough to complete the photography. Of course, Whenever I hear the word "prototype" I usually expect to also hear the phrase "oh, well we can fix it in photoshop" somewhere down the line too. Even when they work perfectly, they are often only seconds or minutes from breaking down in some way shape or form. Everything comes to a screeching halt as the glue gun or soldering iron appears.
GAME's art director, Gabe Loncsar and VP of Marketing, Traci Feldman are veterans in this industry and are rarely ruffled in these circumstances...in fact, as a general rule they have already anticipated the event and are a step or two ahead of me in assessing what the next logical response should be. Because of the post production options we have today, problems like this are not necessarily definitive shot killers....unless, of course.... they are.
In this case, the product worked just fine for about 30 seconds until our first kid landed right on top of it, breaking it into several pieces. How we lulled ourselves into thinking this wasn't going to happen with three children playing around it at once is pretty crazy....talk a room full of pros in pro production meetings overlooking the most obvious risk. I remember the look on everyone's face when it happened...it was a "of course, exactly what were we expecting?" moment. 20 minutes and three hot glue sticks later it was patched together again we changed course on how to execute the set-up. We agreed that shooting each child individually and then photo shopping everyone together would be the best solution we were looking for. All I really had to do was keep the angle of attack of the camera within a 2' square window and everything would comp together on the back end pretty easily. This approach allowed the children the spacial freedom they needed to focus on the product without worrying about colliding with other children. As I recall, we had 8 kids lined up taking turns running in and around the spinning "Skip N Splash" while I shot and then out again. It became a game unto itself which only added to the energy the kids gave us.
product line for catalog and packaging. 



