Archive for the ‘business’ Category

It’s all in the timing

Monday, June 7th, 2010

I have a lot of friends who are freelancers. Obviously there are my friends who are designers and directors. I also have a lot of friends in the tech industry; programmers, web developers, graphic designers, and so forth. While we all work under the title of “freelancer” what this means in practical terms varies dramatically.

One of the key differences between being a freelancer and being an employee is that a freelancer is typically given a deadline on a project but is not specified when and where they are supposed to work. In exchange for this freedom of working, there is the uncertainty of when and where new work will arrive to fill in the gaps. The employee takes on an imposed work schedule and place of working for the security of a steady paycheck.

For those of us who work in live performance, the realities of our work is more of a hybrid. While the prep work can be done on our own schedule, the real work of lighting the show happens in a prescribed time and location that we have no choice over. At the same time there is no guarantee of ongoing employment. Should we not find work we have not been employees and are thus not eligible for unemployment insurance and other benefits that regular employees have. This is why I am strong proponent of building a solid financial foundation to your freelance career.

These unfortunate realities are outweighed by a love of the work. If that is not the case I would encourage you to find alternate means of employment immediately. For those of us who love the work enough to overcome these concerns we must put our focus on scheduling and picking projects that make the sacrifices worth it.

I have been offered several pieces to consider designing for next year. It is very flattering to be asked to light these rather interesting projects. 5 operas, 3 plays, and a couple of dance pieces thus far. While this is nothing approaching a full year’s employment, from the perspective of mid-June the year before, it is exciting. And all the projects are interesting. A rare occurrence to be perfectly honest.

I have been finding myself wanting to design more opera recently and the universe appears to be providing for that desire. Next month I will design my third opera of the year. There are a few more potentially happening before the year is out, but no signed contracts yet.

I find it fascinating that while I have been asked to light these rather interesting projects, there is no guarantee they will happen. It is the nature of freelancing. The companies could get into financial trouble, I could get an alternate offer for the same production schedule and have to balance out the two possibilities weighing artistic and financial considerations, or any number of other temporal concerns might arise.

The life of a freelancer is never easy. Even when all the projects are compelling there can still be scheduling and timing issues. When production schedules overlap you need to find a balance between satisfying all of your artistic collaborators, making a living, and creating good work. Being a freelance designer can be like putting together a 3 dimensional jigsaw puzzle where there is no guarantee that the pieces actually fit.

Last March I received more offers than I could take. At least three projects I was asked to design had perfectly overlapping production schedules. Even after eliminating the impossible, I ended up with a schedule where I was lighting a circus show during the day and cleaning up a play in previews at night.

This summer is rather light on the work front giving me a nice stretch of time to relax. I have an opera and a few special events to design. While I appreciate the time off, a luxury often passed up by many designers, I can only hope that I will not face the opposite problem when the projects start coming in and I find myself with five offers, all of which open the same weekend. I have been in that position before and it is not fun.

How the future shapes up is all in the timing. The only control I have over my calendar is the power to say no. Nothing about freelancing for live performance is easy. But I can’t think of another job whose payoff could be greater as far as I am concerned.

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The Headset

Monday, May 17th, 2010

One of the best investments I made as a designer was buying my headset. And when it finally broke after 5 years of faithful service, I immediately went and bought myself an identical one. While there might be better headsets out on the market this one works exceptionally well for me. It is lightweight, comfortable, compatible with standard intercom systems, and inexpensive.

I am often surprised by the number of designers who do not have their own headset. For me it seems like a non-question. Given that we are sitting at a techtable 10 hours a day for days on end it seems natural that we would want our headset, which we are wearing the majority of the time, to be something known, familiar, and comfortable.

Just like I would not try drafting on someone else’s computer I would not want to start writing light cues without my headset. A lot of this comes down to familiarity. When freelancing, so much of the day to day routine is managing new and different situations. As such I like to keep as much as possible known and knowable. Because the headset is such a basic tool I make sure to bring my own.

There are several reasons for wanting my own headset. There are the miserable situations of the theater which has some ancient headset that keeps falling off your head. Perhaps it is slick from decades of other people’s sweat caked into the ear muff. There are the less than ideal situations where the earmuff and mic can only sit on one side, and it’s not the side you want it on. There are the fine situations where the intercom system is brand new and everything fits perfectly. The trouble is, you often do not know which of these you are walking into ahead of time.

Bringing your own headset avoids any of these problems.

The hygiene issue was a major factor for me. How many people have sweated through an exceptionally hot day or coughed into the mic of the house headset? Just a few? Hundreds? Who knows? But I am less than interested in picking up last year’s flu from a headset.

While the hygiene issue is, in reality, a fairly minor concern, of practical concern to the making of art is the control of your environment and experience. If your attention is focused on keeping the headset on your head, you are not as focused on making good work. If you have to fumble with your earmuff, or take it off every time you want to hear the person next to you, you have less time and attention available for solving problems.

In the end that is what it comes down to. Time. And attention.

We are working under rather strict time constraints in a medium that is constantly shifting before us, and thus requires total attention. Anything we can do to organize our experience such that maximum attention is paid to the work at hand will pay us back many times the investment. A few extra seconds could be all it takes to have the “ah ha” moment that pulls the difficult Act 2 lighting into place.

A headset, like our drafting technology, paperwork, cheat sheets, magic sheets, and so forth is a deeply personal thing that will be different for every designer. We all have our own needs and desires and comfort levels. Knowing what those are for ourself, and solving those needs ahead of time, gives us the extra room during tech to create wonderful things rather than simply put out fires and get through it.

This is just one of the things I carry along with me when I travel to a gig. For a more detailed list look here.

Do you bring your own headset to tech? Why or why not?

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Making a living – Making a life

Friday, May 14th, 2010

I had lunch recently with a friend of mine who is a lighting designer. He is probably one of the most talented designers I have come across, a powerful unique voice, meticulous, insightful dramaturgical understanding, and one of the nicest people you will ever meet. He is currently transitioning out of live entertainment and considering going the route of architectural lighting design, or possibly something else entirely. His reasons? In order to have enough time to enjoy his life, he can’t make a living. In order to make a living, he doesn’t have time to enjoy his life.

This can be a dilemma many people face but it is exacerbated in the fields of theater, opera, and dance. LORT, the bargaining organization for regional theaters, has the official position that they do not owe designers a living wage. The theaters, which are ostensibly in the business of making art, do not feel responsible for paying the artists they employ enough money to live reasonable lives. Leaving aside the issue that the upper management and staff of these organizations do typically make a good living wage, this idea is flawed to its very core. The artists, the people who actually make the art, are not expected to be able to live off the work. Something is wrong here.

The result of this brilliant financial strategy on the part of regional theaters is that not only will they save thousands of dollars each year (yes only thousands, and intended sarcastically) but they will drive talented people out of the industry. This friend of mine is no small potatoes. He is highly respected within the New York theater community, has won awards, gets flown around the world to light shows, and yet finds the economics so troubling that he can not both live well and do the work he loves. He is not alone.

Many people I know, some very talented designers, work in fields not of their choosing because the economics of the field they love are so terrible. The issue does not limit itself to designers. One of the best master electricians I have ever had the pleasure of working with left non-profit theater to go work in a more corporate setting because the administration would not consider giving him a raise. In most situations, a worker who delivered under budget and ahead of schedule, all while pleasing the clients he interfaced with would be rewarded. But then, he worked on the wrong side of the building. Art, it seems, is not valued by arts organizations. Yet the top paid administrators made easily five times his salary. And the theater community lost one of the best electricians I have known.

There comes a point when the question arises, is this worth it? Is it worth working 80+ hour weeks for months on end only to end up with barely enough money to cover rent and bills? There is a bit of mental psychology that must be done when working like this. There is a rule I once learned the hard way by breaking it myself. I fast realized if I wanted to keep going I could never do it again. Do not translate into an hourly wage. Typically the results, in our fee for hire work, are far below minimum wage. The show I calculated out for ended up somewhere around thirty cents an hour. And this is at a professional level.

At the Broadway level, the minimum rate for a lighting assistant comes out to just under twenty dollars per hour. Not terrible, but you are working 14 hour days for weeks at a time, so you can have no life while this is going on. At the low end of the scale people have no compunction asking someone with years of experience, an advanced degree, awards, and so on if they would give up two weeks of their life for a fee of a few hundred dollars. It doesn’t hurt to ask, but then if you accept, demands are made on your time that are beyond the pale of reason.

Making a living in the theater is possible. Making a life, not so much. The number of designers who wake up at 50 suddenly realizing they forgot to get married and have kids, or who send their kids off to college knowing less about them than about their assistants, or miss a major wedding anniversary for a technical rehearsal, is far far too much.

We are presented with a bit of a catch-22. The organizations which hire us have stated explicitly that they will not take care of us. It then becomes incumbent upon us to take care of ourselves. But if we do that, and allow ourselves to have a life, we are not working enough to support that life. Something has got to give. Too often, that means talent goes elsewhere.

Perhaps there was a time when the economics of it all were not so unfavorable. But looking around now at the state of the business it appears that the solution does not reside in the non-profit theater world.

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The Affirmative No

Monday, May 3rd, 2010

I was given two pieces of advice about how to evaluate potential projects when I was in graduate school. Both came from successful designers and with me just starting out figured I would incorporate this advice as best I could. The first piece of advice had to do with criteria for evaluating projects. There are three reasons to do a show; the art, the people, or the money. So long as any two of those three were present, the job was worth taking. The second was much more straightforward, take every job you can since you have no idea where it might lead.

Over time, the criteria I use to evaluate projects has gotten more refined, but in truth, more personal. Increasingly, I find myself drawn to projects that fully meet my creative artistic needs. If I am doing a job just for the money, the money better damn well be worth it. Otherwise the project must support my artistic needs.

In these lean economic times finding work has been much more difficult than it has in years past. As a function of this I was on the path for a while of taking a few projects for which I had no artistic connection because I felt I needed the money. The more I thought of this, the more these projects would bother me. Finally, I realized what it was.

As a freelance designer I do not have the luxury of sitting in my studio and creating wholly out my mind. I do not get to generate the project. Rather, I am asked to do a project and I can either accept it or turn it down. While I learned a lot during my years of saying “yes” to everything, I am increasingly learning the value of “No.” This is not the No of negation. Rather this No is an affirmation of the aesthetic viewpoint I want to propagate in the world.

By saying No to projects that I do not wholly believe in I am saying Yes to the projects that I truly want to work on. The more I do this the more I find it has less to do with the specific pieces themselves as it does the people involved and the final product being created. In short, I have discovered that there are only two reasons for taking a project, the People and the Art. Follow those two things and the money will take care of itself.

There are a hand full of directors who I will work with at the drop of a hat and without hesitation because I believe in the work they do. One of these, a long time friend, has a very different aesthetic than I do when it comes to lighting. The process can often be quite a struggle for me as I overcome my own ways of seeing to get behind his eyes. Nonetheless, I believe in his work and larger vision strongly enough that this has sufficient artistic merit for me to take the project.

Working for the money, all you have to fall back on when things get difficult is the thought of that paycheck. Working for the Art and for the People keeps in clear view that what you are working for is something larger than yourself. It is, in fact, bigger than everyone involved.

As Moss Hart has famously said: “I have had many successes and many failures in my life. My successes have always been for different reasons, but my failures have always been for the same reason: I said yes when I meant no.”

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Product Review – Vectorworks 2010 Part 2: 3D Drafting and Basic Rendering

Monday, April 26th, 2010

As I said in Part 1 of my review, Vectorworks 2010 is a fantastic program for drafting lightplots. But there is much more to the program’s functionality than 2D lightplots. I finally had some downtime this past week to sit with Vectorworks 2010 and get to know it a little better. Up to now I had not gone very far into the functionality of the program and was using it as little more than the rather old version (V10.5) I had been working with prior.

I began working my way through the training manual that came with the program and was given a lot of basic exercises to learn different tools. Basic 3D extrudes, 3D reshaping, curves, and so forth. I was blithely working with these simple shapes when I came to the first big project in the training manual.

Draw a lighthouse.

Presented with an architectural drawing you are tasked with drafting and then rendering the object in 3D.

My first reaction was “there is no way in hell I can do that.” But after taking a second look at the drawing I realized it can be broken down into more or less basic shapes which can be dealt with on an individual level rather easily. Just as I break down the drafting of a lightplot into smaller manageable chunks, so too did this appear much easier once I took that route with the Lighthouse.

I have worked with Vectorworks for over a decade. In that time I have done very little architectural style drafting. From my background of drafting lightplots, the use of symbols became readily apparent as the way to make this project work. Much of the drawing would be composed of a few symbols that repeat and then a handful of sweeps and extrudes.

The most complex shape to deal with, far and away, was going to be the iron supports underneath the first landing. Not only is the basic outline a complex shape with various curves and corners, but it is cut out and recessed in multiple places at varying depths. This is also what makes for a very good learning project. There is a single, very difficult, challenge and then the rest of the project is working with rather basic skills in a more complex way than the previous simple shapes exercises.

My mindset going in to this work was that I was learning a whole new computer program. The upgrade from V10.5 to 2010 is huge and it was far better to treat my knowledge base as coming from a different program. That mindset served me well.

The Spotlight manual is written in a very clear and easy to read manner. I had done the short version of the manual when I first got the program and drafted a simple 3D theater with lighting positions. But that hardly gets at much of what is good with this program.

Wrapping my brain around 3D space took some effort, as did parsing what would be the best way to achieve a particular goal. Some shapes made more sense to create as sweeps while others were better suited to be extrudes along a path. While the manual does not tell you what is best, after some trial and error I began to get a sense of the, sometimes subtle, differences between the two modes of working. The roof and spire were clearly better suited to sweeps, while the floors for the various levels had a bit of a question to them. Should I continue the floor all the way to the center point, or create a circle and extrude along that path? Because this project had a lot of those situations and many circular shapes to work with, I got a lot of experience in determining when one would use one tool or another.

The manual is written clearly. Thus it should be no problem for a novice, or someone upgrading from a much older version like I was, to dive right into the program and begin to do some fun and interesting work.

A tool that was new to me, which I found radically useful on this project, was the snap lupe [Z]. It is not a tool that is very necessary for the drafting of lightplots, but for these more complex and detailed drawings it is an invaluable addition to the Vectorworks tool set.

The exercise itself did not cover renderworks textures or lighting renderings (topics that are covered later in the tutorial) but I was able to stumble my way through some elementary uses of these tools thanks, in no small part, to the clear and well designed user interface of the program.

After working through this next level of exercises I have to say that I would strongly encourage anyone with the means to do so (and I understand that the program is very pricey for many) to consider the upgrade to 2010. The functionality has vastly improved as has the UI.

Along with my Vectorworks upgrade in February, I had upgraded my laptop in January. Before the new laptop, doing any sort of 3D modeling was a bit of a hassle as the rendering time was tedious. While the file I worked with for this review was in no way huge, the faster processor certainly helped make the 3D work a pleasure. If you are planning on an upgrade and getting into the 3D modeling I would strongly encourage you to make sure your computer’s processor is up to speed, and upgrade as necessary. VW2010 is a powerful program, but it needs a strong computer to do that work.

Did you find this review useful? Would you like to see more reviews like this here?

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If this is Socialism then bring on the red flags

Monday, March 22nd, 2010

Health insurance is one of the biggest issues that freelance artists have to contend with. Unless you are in a union, USA829, etc. you are wholly on your own and typically that means lacking health insurance. Here is a list of the immediate changes brought on by the health care bill:

  1. SMALL BUSINESS TAX CREDITS—Offers tax credits to small businesses to make employee coverage more affordable.    Tax credits of up to 35 percent of premiums will be immediately available to firms that choose to offer coverage. Effective beginning for calendar year 2010.    (Beginning in 2014, the small business tax credits will cover 50 percent of premiums.)
  2. BEGINS TO CLOSE THE MEDICARE PART D DONUT HOLE—Provides a $250 rebate to Medicare beneficiaries who hit the donut hole in 2010. Effective for calendar year 2010. (Beginning in 2011, institutes a 50% discount on brand‐name drugs in the donut hole; also completely closes the donut hole by 2020.)
  3. FREE PREVENTIVE CARE UNDER MEDICARE—Eliminates co‐payments for preventive services and exempts preventive services from deductibles under the Medicare program. Effective beginning January 1, 2011.
  4. HELP FOR EARLY RETIREES—Creates a temporary re‐insurance program (until the Exchanges are available) to help offset the costs of expensive health claims for employers that provide health benefits for retirees age 55‐64. Effective 90 days after enactment
  5. ENDS RESCISSIONS—Bans health plans from dropping people from coverage when they get sick. Effective 6 months after enactment.
  6. NO DISCRIMINATON AGAINST CHILDREN WITH PRE‐EXISTING CONDITIONS—Prohibits health plans from denying coverage to children with pre‐existing conditions. Effective 6 months after enactment. (Beginning in 2014, this prohibition would apply to all persons.)
  7. BANS LIFETIME LIMITS ON COVERAGE—Prohibits health plans from placing lifetime caps on coverage. Effective 6 months after enactment.
  8. BANS RESTRICTIVE ANNUAL LIMITS ON COVERAGE—Tightly restricts new plans’ use of annual limits to ensure access to needed care. These tight restrictions will be defined by HHS. Effective 6 months after enactment. (Beginning in 2014, the use of any annual limits would be prohibited for all plans.)
  9. FREE PREVENTIVE CARE UNDER NEW PRIVATE PLANS—Requires new private plans to cover preventive services with no co‐payments and with preventive services being exempt from deductibles. Effective 6 months after enactment.
  10. NEW, INDEPENDENT APPEALS PROCESS—Ensures consumers in new plans have access to an effective internal and external appeals process to appeal decisions by their health insurance plan. Effective 6 months after enactment.
  11. ENSURING VALUE FOR PREMIUM PAYMENTS—Requires plans in the individual and small group market to spend 80 percent of premium dollars on medical services, and plans in the large group market to spend 85 percent. Insurers that do not meet these thresholds must provide rebates to policyholders. Effective on January 1, 2011.
  12. IMMEDIATE HELP FOR THE UNINSURED UNTIL EXCHANGE IS AVAILABLE (INTERIM HIGH‐RISK POOL)— Provides immediate access to insurance for Americans who are uninsured because of a pre‐existing condition ‐ through a temporary high‐risk pool. Effective 90 days after enactment.
  13. EXTENDS COVERAGE FOR YOUNG PEOPLE UP TO 26TH BIRTHDAY THROUGH PARENTS’ INSURANCE – Requires health plans to allow young people up to their 26th birthday to remain on their parents’ insurance policy, at the parents’ choice. Effective 6 months after enactment.
  14. COMMUNITY HEALTH CENTERS—Increases funding for Community Health Centers to allow for nearly a doubling of the number of patients seen by the centers over the next 5 years. Effective beginning in fiscal year 2010.
  15. INCREASING NUMBER OF PRIMARY CARE DOCTORS—Provides new investment in training programs to increase the number of primary care doctors, nurses, and public health professionals. Effective beginning in fiscal year 2010.
  16. PROHIBITING DISCRIMINATION BASED ON SALARY—Prohibits new group health plans from establishing any eligibility rules for health care coverage that have the effect of discriminating in favor of higher wage employees. Effective 6 months after enactment.
  17. HEALTH INSURANCE CONSUMER INFORMATION—Provides aid to states in establishing offices of health insurance consumer assistance in order to help individuals with the filing of complaints and appeals. Effective beginning in FY 2010.
  18. CREATES NEW, VOLUNTARY, PUBLIC LONG‐TERM CARE INSURANCE PROGRAM—Creates a long‐term care insurance program to be financed by voluntary payroll deductions to provide benefits to adults who become functionally disabled. Effective on January 1, 2011.
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Tools of the Trade – What’s in your bag?

Monday, March 1st, 2010

I recently sent off design drawings for a project and was told by the Master Electrician that they did not have a copy of Lightwright and would I please send the paperwork in a different file format. I converted everything to PDFs of the Channel Hookup and Instrument Schedule and sent them along. This is not the first time such a situation has happened to me.

I am often amazed at the number of people who work as freelance Master Electricians who do not own their own copy of Lightwright. While the program is a bit pricey it has become a necessary tool for the job. The simple creation of an Instrument Schedule or Channel Hookup could be done with any spreadsheet or database program, the specific calculations made by LW allow the job of the ME to be infinitely easier. And given that nearly all lighting designers use it, having one’s own copy is necessary for working with your primary collaborator, the designer.

An electrician would not consider coming to a call without a wrench. It is seen as a necessary part of the job. Lightwirght, like email and a phone, should be considered necessary for anyone directly interfacing with designers. This includes MEs, assistants, and so forth.

The intent of this post is not to rag on a few individuals but to make a larger point. When working as a freelancer there are certain tools that are necessary to have for your job. What those are will vary depending upon what your position is, but none the less you must have the basic minimum necessary tools. Back when I worked as an electrician it was a wrench, a multi-tool, and a pair of gloves. Minimum. Many electricians carry around far more tools. You don’t want to be the electrician who borrows the designer’s wrench. It just looks bad.

I know designers who carry around a huge bag full of tools. I am not that extensive and prefer to keep my carried items as lightweight as possible. Here’s a quick list of what I consider the necessary minimum tools as a lighting designer.

  • Laptop

    • Lightwright

    • Vectorworks
    • All show files for currently active projects
    • An Office Suite that can open and save as XLS and DOC files (I prefer OpenOffice)
    • Photoshop (or equivalent)
    • Illustrator (or equivalent)
    • Desktop email client (the theater may not have wifi, so it’s best to carry your info with you)
    • Calendar
  • Multiple pads of paper for notes
  • Pens
  • Floppy disks and USB drives to back up show files
  • Scale rule
  • Tape measure
  • Pens
  • A light for your tech table
  • A Headset
  • Cell phone
  • A Water bottle
  • Wrench
  • Pens
  • Snacks (focus and tech can get exhausting and breaks are not always timed to your body’s rhythms. I prefer Clif bars and fruit)
  • A Book (sometimes you are just sitting around waiting for scenery to arrive, might as well learn something)

Like I said this is a small list and many designers carry quite a lot more than this but for me I find it to be about the minimum that I can not assume will be provided in adequate quantity or repair by the theater.

A quick note on disks and drives. I recently pulled floppy disks out of my necessary list to lower the weight I carry on my back. Poor choice. I just ran into a situation where the theater had misplaced their disks in a cleaning frenzy and the schedule was so tight no one was free to pick any up until three days of programming had gone by. And this was a complicated show to program. Not the best situation for the nerves.

I almost never have a need for tools like Photoshop or Illustrator, so I use open source alternatives GiMP and Inkscape, but I have the option should the need arise (I also keep a full set of audio manipulation programs on my computer for similar reasons).

You will not need all these tools every day. My tiny designer wrench that is small enough to go in my carryon for airplanes would hardly serve a professional electrician. But when I need to run up and adjust a boom, because the crew of one or two are on lunch, I can do the note.

The wrench I learned the hard way. Getting all high and mighty thinking that as designer boy I would never need to touch a light again in my life, I was left high and dry during one lunch break and the few simple notes did not get done until AFTER the run through. After that, I started carrying a wrench as part of my necessary tool kit. I am sure my list will continue to evolve over time but for now this is more or less what it looks like.

Everyone’s needs are different. What do you consider a necessary tool for your work?

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Product Review – Vectorworks 2010 Part 1: In the trenches

Friday, February 26th, 2010

I received my new copy of Vectorworks 2010 right in the midst of drafting several shows on top of one another. Never one to turn down a challenge, I installed the software, ported over my symbol libraries, downloaded my two main plug-ins (Autplot Tools for Spotlight and Beam Draw) and went to town. It took me an hour or so to rebuild my custom palettes, menus, and get used to the new placement of a few critical keyboard commands (must remember “H” is now the grabber tool). Once that was done I was ready to get to work.

Since at its core what I need Vectorworks for is to draft lightplots I figured the best test would be this plunge into the deep end of the pool. I plan to cover more of the functionality of this software in later parts to this review. As a basic drafting machine for the creation of lightplots Vectorworks 2010 is fantastic. I thought the process of my upgrade might be of interest to readers so I will begin there.

The first thing I noticed was the visual design. It is quite beautiful. The images for tools in the palettes are very clear and distinguishable as well as good looking. While non-essential to getting work done, it does make a big difference when you are staring at a computer screen for eight or ten hours a day. A small change around tools that I found incredibly useful was the fact the the program now remembers your last choice for tool options rather than returning to a program default every time you launch the software. For example, I often use the mirror tool to layout sidelight systems. The system default is mirror mode but I need mirror and duplicate. I can’t tell you the number of times I am racing to get a plot finished and forget to switch modes and then have to redo the work. It’s only a few seconds but it adds frustration to the process. Now that frustration is gone due to the program remembering my settings. Very nice.

The second thing about the visual design is the visual feedback the program gives specifically regarding instrument selection. Highlighting the objects and giving names and highlights to the area on an object as you pass over it is incredibly useful. While it took a little bit of time to get used to and be able to parse the visual language without it impeding workflow, I quickly became acclimated to it and very glad that it was there.

The basic Spotlight functionality is all there but no longer clustered in a single menu. As such I modified my standard lighting menu to include tools previously contained in the spotlight menu. These include convert to Symbol/Multicircuit, Assign Legend, Instrument Key, Refresh, and Number Instruments. In addition to the basic Spotlight functionality I used on these plots there looks to be quite a lot of additional material that I will be exploring in future posts.

The layout of the basic drafting window is very different from the version I was using before. All the class/layer menu information is still up top, but so too is the magnifying buttons and fit to page. While it took a little getting used to, the new layout is an improvement. Everything relating to visibility is in one place. Further, the addition of a classes/layers button is much improved over the older drop down menu item I previously had to contend with.

My biggest (and so far only) complaint is the changing of keyboard commands. While this is certainly something that can learned it is frustrating at the beginning. It should also be noted that Vectorworks keyboard commands are all fully customizable and editable(and I added back my align button). It just takes time. As I get deeper into the functionality of the program for later posts I will be approaching the software as though it were a wholly new technology for me as some of the changes are so massive that it might as well be.

I am looking forward to exploring the event planning suite of tools, new trussing, color/gobo libraries, and other new Spotlight tools as well.

As a drafting program to make a lightplot Vectorworks has maintained its edge as the industry standard setting the bar for what Computer Aided Design can do for the lighting and design community. I hope you’ll join me in future posts as I continue to explore this fantastic piece of software.

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I get interviewed on iSquint.net

Friday, February 19th, 2010

I was interviewed last month by Justin Lang of iSquint.net for a podcast which was released earlier this week.

Click here to give it a listen.

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Book Review – A Practical Guide to Stage Lighting 2nd Edition

Friday, February 19th, 2010

Steve Shelley set the standard for lighting design text books with his A Practical Guide to Stage Lighting a decade ago. With the release of his revised and expanded second edition he has raised the bar again. Perhaps my one complaint is that the book is so thorough it took me longer than expected to read through for the purposes of this review. Shelley has written the book in a conversational tone that, while complete with charts and paperwork, has tons of valuable information, tips, tricks, and really funny stories in the text. You skip over this material at your own risk.

The ideal audience for this book is the student, new to lighting, looking to expand their knowledge base. A Practical Guide to Stage Lighting will take the novice and give them enough information to confidently step into the next phase of their development. But this is more than a college textbook. The working lighting designer can find good tips and tricks in here as well and some of the stories are laugh-out-loud funny.

The conceit of the book is a look at a fictional musical called Hokey. He begins with a review of basic lighting terminology to orient his readers to a shared vocabulary upon which he builds over the course of the book. From there he begins a look through his process in the development and creation of the lighting for Hokey from pre-production paperwork to rehearsals to final paperwork and then on to load-in, focus, cueing, and opening. If there is anything missing it would be that by focusing on a single production, other topics like dance, trade shows, or straight plays, are not covered. That said, all the necessary ideas are there which the individual designer can easily translate to fit their particular needs.

While A Practical Guide to Stage Lighting covers every aspect of the production process from beginning to end, from dream to reality, there are two parts of that process which make this book a must read. His treatment of paperwork and information management is invaluable. There is something in there that almost anyone could use to improve their work. His ideas about time/ID stamping disks for repertory situations is brilliant and something I plan to implement into my own workflow immediately.

The other real gem is his treatment of the focus session. Not only does Shelley provide extensive diagrams and alternate positioning of equipment to find the ideal solution to placement and focus, he explains in clear and precise language the thought process which goes in to making those choices. What are the different options for boom placement and focus? Each option has a variety of benefits and drawbacks and he takes a clear and honest look at those in order to arrive at the best solution for this particular instance. He then covers the positioning and focus of other lighting ideas with equal rigor.

Drafting worksheets and sections can be an incredibly difficult process for the novice lighting designer to wrap their brain around. The translation from 2D to 3D, that must be done in the brain, and again on stage during focus, are given a wonderful treatment by Shelley.

Aside from the art and craft of lighting design, there is a significant portion of time spent looking at the nuts and bolts business aspects of putting a show together. The book covers everything from contract negotiations, to shop orders, to how to interface with crews and producers. Far from his fictional musical existing in an ideal world, he goes through the process we all have of cut budgets, and thus cut lighting packages, and discusses how to make an informed decision in those situations. He gives you the tools to respond to a situation, not just react.

This book is a necessary component of any lighting designer’s library. It is a good read, very funny, and a powerful resource.

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What do you think of product reviews here? I have a few more coming down the pike and would love to hear from readers if you have thoughts about them or topics you would like me to include.

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