A Quote by Charlie Kaufman

The biggest thing that I came across, right off the bat, was that you can't shoot this like a regular movie with multiple takes. You have to, because it's such a protracted process, break it down to the frame and pretty much get one shot.
All my cuts are always about three hours, at the start, mainly because any scene in the movie that's 90 seconds, I probably shot a five-minute version of. If you just extrapolate that through the whole movie, I have a very long version of every scene, usually because, if there's one funny joke, I'll shoot five because I don't know if the one I like is going to work. I'll get back-ups because my biggest fear is to be in previews, testing the movie, and a joke doesn't work, but I have no way to fix it because I have no other line.
I found out about it probably 9 - 10 months before we shot the film [Don't Kill It] because it was postponed a couple of times, which was actually a good thing because once it all finally came together, I had to get in there and roll off different pages of dialogue and monologues pretty quickly.
Alfred Hitchcock talked about planning out his movies so meticulously that when he was actually shooting and editing, it was the most boring thing in the world. But drawing comics isn't like shooting a movie. You can shoot a movie in a few days and be done with it, but drawing a comic takes years and years... That's the biggest part of doing comics: You have to create stuff that makes you want to get out of bed every morning and get to work.
Certain movies like 'Wag The Dog,' we used improv on every scene that we did. Pretty much, we would shoot from the script and then some stuff that we came up with in rehearsal, and then we'd have at least one or two takes where we completely went off the script and just flew by the seat of our pants.
What strikes me is that 'XIII' looks like a movie. The shot making is movie-like, which is kind of fun - the kind of playful action movie shot making is pretty, is pretty good. What's also great about this game is its style and interesting story-line.
I'm just trying to shoot in rhythm. That's the biggest thing for my shot from long range. I don't try to speed it up too much.
One thing I can say right off the bat is that creating great editorial is a huge challenge, and you can't help but go through the process and not appreciate how valuable this skill is, and how much I admire the people who do this every day.
I think maybe because I do other things and they mean as much to me as movie acting, it takes the onus off me. It's not the end of the world if I can't get a film job, or if a movie doesn't turn out well - even though I don't like it when that happens.
An effective found footage movie is much harder to make than an effective traditionally shot movie. A crappy one is much easier to make because you take your camera, and you shoot the scene, and you're done. But to make it effective, they're actually much trickier.
When I first started in the industry, there were - this is prior to the era of computer graphics and all these digital tools - there were some pretty rigid, technologically imposed limitations about how you shoot things, because if you didn't shoot 'em the right way, you couldn't make the shot work.
I'm very happy to have been a one-club man, but I wouldn't shoot down guys who have gone off and played in multiple clubs either because, essentially, it is an earning that people are after.
When I came into the NBA, coaches wanted you to shoot a midrange shot or two before you shot your 3 - you know, to get an 'easy one' first.
In the past, I'd felt I didn't want to try something because I might get shot down for it. I'd tried it with England, and the goalkeeper - I think it was against Poland - saved it. This time, it came off.
If a movie makes it really big, they do the obvious thing, right? They make an amusement park ride out of it. ... The connection is obvious. You get off, "Man, that was just like the movie! Only the movie had a storyline and characters, and that was a little more like a roller coaster."
I like to use a bit of chaos when I shoot. I think it may be something from the way I shot my first film - I was very scared, of course, and I prepared everything, I wanted to make sure that the characters did the right thing at the right time on the storyboard. But then I realised that in life, there is so much more than what you can predict or write in advance, that when you shoot the story, it's good to leave some gaps where you lose control. I think this combination of chaos and organisation gives a kind of quality.
I think my biggest break though came probably on Patriot Games because it was the biggest, longest second unit up to that point. It was like five months of shooting and a huge crew.
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