Poets of the Fall were introduced to a worldwide
audience when their music was included in the
hit video game Max Payne 2. Creative COW members
may also remember them when the group's first video,
Lift, was the subject of episode #7 of the Creative
COW podcast back in November of 2005. Since then,
they have become one of Europe's biggest bands.
Their second album, Carnival of Rust, debuted
at number one in their native Finland, and remains in
the top 40 nearly two years later. Their 58 city tour just
ended in Kanpur India, after stops in Russia, Lithuania,
Germany, Estonia, and throughout Scandinavia.
Needless to say, creating a video for the title track
of such a high-profile, platinum-selling album carried
a lot of pressure. It didn't help that the schedule allowed
for only a single day of shooting, that the video's
design called for over 200 shots -- and that there
was no room to compromise on production values.
POETS OF THE FALL: from left, Markus Kaarlonen, Marko Saaresto, Olli Tukiainen
They obviously were able to pull it off: Carnival of
Rust was voted best Finnish music video of all time by
the viewers of Musiikki-TV, earning more than 7 times
more votes than the runner-up.
Having seen the video ourselves, we were struck
by its depth and richness. Film look is a phrase too
easily tossed around, and rightly associated primarily
with software gimmicks. But we know that these guys
did it the right way. And from a post at CreativeCow.
net by Eki Halkka, we know that it originated on HDV.
Along with Eki - who also handled compositing
and color grading in the video - we spoke with
the video's director, Stobe Harju, to find out how they
achieved such a cinematic result, from such a complex
visual design, in so little time.
PART 1: PREPARATION
Director Stobe Harju: The name Carnival of Rust obviously
goes well with an amusement park, but the
meaning itself is much deeper. Life is like a huge carnival
where we all have fun for some time, and then suddenly
it all ends.
I wrote a cool treatment with some basic example
images of what I had in mind. There were some similarities
in David Lynch movies and the HBO series Carnivale,
for instance. But the look of the video was very
hard to explain in the beginning, so I dug up about 180
reference photos.
When the band bought the idea, we made a storyboard.
DP and Technical Director Eki Halkka: Stobe is originally
a graphic artist, and he always gives us very good
references to work from. For Carnival of Rust, he made
concept art that set the mood for the whole thing. It
was a straight forward (though
not easy) process to translate that
to moving images.
He also always makes very
detailed storyboards, which help a lot. But I admit that
I tease him about his work going to waste. You know,
we could shoot with stick figure storyboards just as
well!
Stobe: An amusement park is such a complex environment
hat you could add almost anything to it.
We added ideas from everybody, including personal
objects, like the tarot cards belonging to Marko, the
band's lead singer.
So even though I had a clear vision in the beginning,
the specifics came from all the people working
on the project.
Marko had another idea long before we even
started to write anything on paper. He wanted to
have a character that would be frightening, but also
sympathetic.
I chose a visual quote from the Tom Hanks movie
Big, the Zoltar, the fortune teller. I also wanted to
add something that looked a bit like Marilyn Manson
style make-up mixed with old peeling paint.
The black tear at the end explains why the paint
on his face is peeling. He's the only character in the
video who couldn't move even if he wanted to, and every
day, someone whose life he has an effect on dies
- a tragic character.
The song is about unpredictable fortunes, and
building the details of the production design this way
fit the story very well.
Once we had all of the ideas in place, we carefully
built them into the storyboard. When we got to the set
we knew exactly what we would shoot, in what order,
and what we'd do if we fell behind. We didn't shoot
any extra shots outside the storyboard.
Eki: Exactly. We didn't shoot in chronological order
either, but rather tried to minimize the amount of
set-up time between shots. We cut out each shot from
the storyboard, and arranged them on a big cardboard
sheet based on similarity.
This was our bible, the only way we could do 200
shots in a single day - although in the final edit, there
are only maybe a hundred or so separate set-ups.
PART 2: THE SHOOT
Eki: We used the Sony HVR-Z1 HDV camera, with a P+S
Technik Mini35 adapter and a set of five prime lenses,
from wide angle to telephoto.
Stobe: We deliberately overused the short depth
of field to create a miniature feel for the amusement
park.
Eki: We shot interlaced at 25 fps, with the camera
set to as little contrast as possible, and very little
sharpening. I would actually have preferred no sharpening,
but that doesn't work because the Z1 is already
pretty soft.
We didn't use the camera's built in Cineframe
mode because we get better quality by deinterlacing
in After Effects.
But that's not what provides the film look. Doing
film-like stuff with video has a lot of variables, all of
which have to be taken into account. The most important
variables involve what you put in front of the
camera - how the shot is lit, composed and so on.
Stobe: The impression we created for the finished
video was the scale of an actual amusement park, of
course huge -- but the studio was quite small: 27 x 40
feet (12 x 8 meters) or something like that.
We had a green screen on 3 sides, and a movable
set that we could turn into any direction we wanted.
We then placed the elements we shot into a software
3D environment and animated the camera tracks.
Eki: We just built that one set-up, with a programmable
desk to control lighting. We had maybe half a
dozen floods coming from the left wall, giving a rather
soft warm key light to the whole setup. There was a
row of rim lights with blue gel around the stage.
The bulk of the lighting work for each shot was
just balancing those three light groups. We just moved
the actors and the props so that they looked good on
the setup we already had. It was much faster this way.
We had a really small technical crew, basically just
Teemu Konttinen on the lights and me on camera. Of
course there were a lot of others making sure we had
something to shoot, but as far as camera crew goes,
that was it.
We didn't have tracks, just a studio tripod with
wheels. The floor was covered with uneven concrete
and dirt which were part of the set, so we had some
sheets of plywood for an even surface to do camera
moves on.
There were no markings, but we practiced each
camera move pretty carefully. There's no way to get a
truly steady, repeatable move without a motion control
rig, so we didn't worry about that too much.
If it looked good, it was good.
Stobe: When doing a very technical production
it's most important to come up with simple ideas for
how to do the most complicated things.
There was one shot that was part of a scene with
a roller coaster. I briefed Eki and the guys on how it
should look, with the most complex explanation I
could ever come up with.
It was so complicated that I asked how was it going
to be done. Eki just nodded and told me that was
the least of our worries.
Eki: Well, imagine the girl sitting on a chair, with
a gas mask and a giant lollipop. There's two or three
colored lights blinking around her. That's it.
Stobe: Just two flashing lights pointing towards
a barstool, the actress sitting on it waving back and
forth. I sat with my face pressed against the monitor,
trying to look like I was paying attention rather than
laughing as hard as I could!
Eki: It looked pretty ridiculous, and still the shot
ended up being one of my personal favorites in the
video.
PART 3: THE TRUTH ABOUT FAKE CAMERA MOVES
Stobe: It all boils down to efficiency. We usually chose
the simplest way to get the shot we needed. A lot of
times this meant shooting with a fixed camera, and doing
the camera move in post production.
Eki: We build camera moves in post in a few different
ways. The choice between these is made on a
shot by shot basis, based on the storyboard, using the
simplest possible technique to give us the image we
need.
Varying the technique also helps keeping up the
illusion of real. There may be shots that aren't 100%
correct, but if the type of the error varies from shot to
shot, it's harder to pin down exactly what the error is.
Here are the main techniques we used:
• Real pan/tilt: Shot from a tripod, with an
on-location camera move. The CGI backdrop
is tracked in 2D to match the live camera.
• Real track: Shot from a dolly, and tracked
in 3D. The camera is animated in 3D software,
matching the original camera move.
In both of these cases, tracking markers on the
green screen are quite useful. But sometimes,
actually more often than one would think, the
trackers can't resolve the shot and it has to be
match moved by hand.
• Fake pan/tilt: Shot with a locked-off tripod.
The foreground and background are moved
in 2D, locked together to make the illusion of
a camera move.
• Fake track, in 2D: Shot with a locked off
tripod. The foreground and background are
moved and/or scaled in 2D, with slightly different
speeds. This technique was first used
in cartoons I think. It creates an impression of
motion parallax and looks like a camera track
move. It works best on closeups.
• Fake track, in 2½D: All the elements (including
3D) are done with a fixed camera and
brought to AE as 3D layers. They are moved
and scaled so that they line up correctly, and
the camera move is done with AE's camera. (I
mention AE, but this can be done in any compositing
application.)
Even though all elements are just 2D cutouts,
pretty convincing camera moves can be done
this way. One just has to be quite conservative
with the camera -- the illusion is broken easily.
• Fake track, in 3D: The footage is keyed, and
mapped to a single polygon in a 3D application.
Think of it as a moving paper doll. The
camera can be moved quite freely, and the
footage can cast shadows and show in reflections
etc.
This works very well, as long as camera doesn't
move to an angle which shows that the footage
is actually flat.
I prefer using these fake techniques. Shooting
and comping locked setups is fast, and one has a lot of
freedom in post.
It's enough to have just a few real dolly moves
in the video, to give the audience the feeling that the
camera is really moving around the set. Once this is established,
one can cheat a lot.
PART 4: PUTTING IT ALL TOGETHER
Stobe: Much of our shooting was to create a green
screen plate of each character for us to work with in
post.
Eki: All keying was done in After Effects, mostly
using Keylight. Our backdrop was far from perfect, so
it was a challenge. In many shots, I rendered separate
keys for hair, flames, floor, etc. These were combined
using masks. The compositions ended up being rather
heavy - often a single, one-second long shot took
over an hour to render.
We usually left the foreground footage more or
less as it was, and corrected the CGI elements to match
that as closely as possible, using color curves, hue/saturation
and the other basic tools. We also matched the
amount of noise/grain.
The composited images were color timed for look
in Sony Vegas. We mainly used primary and secondary
color correction, curves, levels and saturation adjustments.
Before mastering, we made one more slight adjustment
to the final render in our Avid system. Working
this way helps glue the elements together, by affecting
the shot footage and CGI elements equally.
PART 5: THE HARDEST PART IS KNOWING WHEN TO STOP
Eki: The journey from Stobe's storyboards to the final
video is an iterative process. We do what we think
matches the vision as well as we can interpret it, and
Stobe gives suggestions for corrections to those. We
bounce ideas back and forth until we either run out of
time, or are happy with the result.
Mostly, we run out of time. I don't think I've ever
done a shot I didn't feel I could improve if I had more
time.
Apart from the sheer logistics, deciding what's
good enough is the major challenge.
We knew right from the start that we couldn't be nitpicking too
much on the set or in post. The only way to finish on time was to do the
minimum amount of work needed to make a shot believable, and then
move on.
I talked earlier about doing things the easiest possible way - I
meant that only technically. Coming up with the easiest way to get
the needed visuals is actually the hard part, and it's
work that should be done well before getting
into the studio.
Spending plenty of time planning is all
about spending money only on things that
show on the screen.
Okay, there's an exception: the catering
has to be good or I won't work!
Eki Halkka and Stobe Harju
Helsinki, Finland
Eki Halkka and Stobe Harju also worked together on videos for Poets of the Fall's Lift and Locking
up the Sun, among many others.
Helsinki Finland-based director Stobe Harju
has many great music videos to his
credit, including Lift and Carnival of Rust for
Poets of the Fall, as well as another of our favorites,
The Islander by Nightwish - which features one of our
friends, Troy Donockley, on uillean (Irish) pipes.

Stobe Harju