Multimedia Systems - Unit-V Notes
Multimedia Systems - Unit-V Notes
UNIT-V
Plan for the entire process: beginning with your first ideas and ending with
completion and delivery of a finished product.
Idea Analysis
The important thing to keep in mind when you are toying with an idea is
balance. As you think through your idea, you must continually weigh your
purpose or goal against the feasibility and cost of production and delivery.
Use whiteboard, notepaper, and scratch pads as you flesh out your idea,
or use a note-taking or outlining program on your computer. Start with
broad brushstrokes, and then think through each constituent multimedia
element. Ultimately, you will generate a plan of action that will become
your road map for production.
Pretesting
If you decide that your idea has merit, take it to the next step. Define your
project goals in greater detail and spell out what it will take in terms of
skills, content, and money to meet these goals. If you envision a commer-
cial product, sketch out how you will sell it. Work up a prototype of the
project on paper, with an explanation of how it will work. All of these steps
help you organize your idea and test it against the real world.
Task Planning
Prototype Development
Once you have decided that a project is worth doing, you should develop
a working prototype. This is the point at which you begin serious work at
the computer, building screen mock-ups and a human interface of menus
and button clicks. Your messages and story lines will take shape as you explore
ways of presenting them. For the prototype, sometimes called a
proof-of-concept or feasibility study, you might select only a small
portion of a large project and get that part working as it would in the final
product. Indeed, after trying many different approaches in the course of
prototyping, you may end up with more than one viable candidate for the
final product.
During this phase you can test ideas, mock up interfaces, exercise the
hardware platform, and develop a sense about where the alligators live.
These alligators are typically found in the swampy edges of your own
expertise; in the dark recesses of software platforms that almost-but-
not-quite perform as advertised and in your misjudgment of the effort
required for various tasks. The alligators will appear unexpectedly behind
you and nip at your knees, unless you explore the terrain a little before you
start out.
Alpha Development
As you go forward, you should continually define the tasks ahead, because
just as if you were navigating a supertanker, you should be aware of the
reefs and passages that will appear along your course and prepare for them.
With an alpha stage prototype in hand and a commitment to proceed,
the investment of effort will increase and, at the same time, become more
focused. More people may become involved as you begin to flesh out the
project as a whole.
Beta Development
By the time your idea reaches the beta stage of development, you will have
committed serious time, energy, and money, and it is likely too late to bail
out. You have gone past the point of no return and should see it through.
But by now you have a project that is looking great! Most of the features
are working, and you are distributing it to a wider arena of testers. In fact,
you are on the downhill slope now, and your concern should be simply
successfully steering the project to its well-defined goal.
Delivery
By the time you reach the delivery stage, you are going gold—producing
the final product.
Scheduling
Once you have worked up a plan that encompasses the phases, tasks,
and work items you feel will be required to complete your project, you
need to lay out these elements along a timeline. This will usually include
milestones at which certain deliverables are to be done. If you are
working for a client, these are work products that are delivered to the
client for approval. To create this schedule, you must estimate the total
time required for each task and then allocate this time among the number
of persons who will be asynchronously working on the project. Again, the notion
of balance is important: if you can
distribute the required hours to perform a task among several workers,
completion should take proportionally less time.
Estimating
In production and manufacturing industries, it is a relatively simple
matter to estimate costs and effort. To make chocolate chip cookies,
for example, you need ingredients, such as flour and sugar, and equip-
ment, such as mixers, ovens, and packaging machines. Once the process
is running smoothly, you can turn out hundreds of cookies, each tasting
the same and each made of the same stuff. You then control your costs
by fine-tuning known expenses, like negotiating deals on flour and sugar
in quantity, installing more efficient ovens, and hiring personnel at a more
competitive wage. In contrast, making multimedia is not a repeti-
tive manufacturing process. Rather, it is by nature a continuous research
and development effort characterized by creative trial and error—a
“trying” experience, as described previously. Each new project is some-
what different from the last, and each may require application of many
different tools and solutions. Philosophers will counsel you that experi-
ence is something you get only after you need it!
As a general rule, there are three elements that can vary in project esti-
mates: time, money, and people. Iif you decrease any one
of these elements, you’ll generally need to increase one or both of the oth-
ers. For example, if you have very little time to do a project (an aggressive
schedule), it will cost more money in overtime and premium sweat, and it
may take more people. If you have a good number of people, the project
should take less time. By increasing the money spent, you can actually
decrease the number of people required by purchasing efficient (but costly)
experts; this may also reduce the time required.
Do your best to estimate the amount of time it will take to perform
each task in your plan. Mul-
tiply this estimate by your
hourly billing rate. Sum the
total costs for each task,
and you now have an esti-
mate of the project’s total
time and cost. Though this
simple formula is easy, what
is not so easy is diligently
remaining within the bud-
geted time and money for
each task. For this, you need
good tracking and manage-
ment oversight.
If you are working for an outside client, you will also need to deter-
mine a payment schedule. Payments are often divided into thirds: one-
third up front upon the signing of a contract, one-third as work products
are delivered and approved during the alpha and beta development phases,
and one-third upon final approval of the completed production.
Billing Rates
Your billing rate should be set according to your cost of doing business plus
a reasonable profit margin. Typical billing rates for multimedia production
companies and web designers depending
upon the work being done and the person doing it. If consultants or special-
ists are employed on a project, the billing rate can go much higher. You can
establish a rate that is the same for all tasks, or you can specify different
rates according to the person assigned to a task. The Graphic Artists Guild
(www.gag.org) provides its members a Pricing & Ethical Guidelines manual
with pricing information based on real industry surveys. Pricing guides are
also available at www.brennerbooks.com.
Everyone who contributes to a project should have two rates associ-
ated with their work: the employee’s cost to the employer (including salary
and benefits), and the employee’s rate billed to the customer. The employ-
ee’s cost, of course, is not included in your estimate, but you need to know this as
part of your estimate—because your profit margin is the differ-
ence between the rate you charge the client and the cost to your company,
less a proportion of overhead expenses (rental or leasing of space, utilities,
phones, shared secretarial and administrative services, and so on). If your
profit margin is negative, you should reconsider both your project plan and
your long-term business plan.
Finally, include a list of your terms. Contract terms may become a legally
binding document, so have your terms reviewed by legal counsel. Terms should
include the following:
A description of your billing rates and invoicing policy (for example,
what percentage is to be paid up front, how much at certain mile-stones, and how
much upon delivery).
Your policy on client sign-offs and change order costs.
Your policy regarding third-party licensing fees for run-time modules and special
drivers (the client pays).
Specific statements of who owns what upon completion of the project.
You may wish to retain the rights to show parts of the work for your own
promotional purposes and to reuse in other projects segments of code and
algorithms that you develop.
An assurance to the client that you will not disclose proprietary information.
Your right to display your credits appropriately within the work.
Your unlimited right to work for other clients.
A disclaimer for liability and damages arising out of the work.
It is a significant task to write a project proposal that creatively sells a
multimedia concept, accurately estimates the scope of work, and pro-vides
realistic budget costs. The proposal often becomes a melting pot, in that you
develop the elements of your idea during early conversations with a potential
client and add the results of discussions on technique and approach with graphic
artists and instructional designers. You blend what the client wants done with
what you can actually do, given the client’s budgetary constraints, and when the
cauldron of compromise cools, your proposal is the result.
You have many options for designing the look and feel of your proposal.
And though we are often warned to avoid judging a book by its cover, the
reality is that it takes about two seconds for executives to assess the quality
of the document they are holding. Sometimes, they decide before even
touching it. Size up the people who will read your proposal and ferret out
their expectations; tailor your proposal to these expectations.
If your client judges from the cover of your proposal that the docu-
ment inside is amateurish rather than professional, you are already fighting
an uphill battle. There are two strategies for avoiding this negative first
impression:
Develop your own special style for a proposal cover and package,1.
including custom fonts, cover art and graphics, illustrations and
figures, unique section and paragraph styles, and a clean binding. Do
your proposal first class.
Make the entire package plain and simple, yet businesslike. The plain2.
part of the approach means not fussing with too many fonts and
type styles. This austerity may be particularly successful for proposals
to government agencies, where 12-point Times New Roman or
12-point Courier may be not just a de facto standard, but a required
document format. If you must submit hardcopy documents in addi-
tion to PDF or DOC files, a stapled sheaf of papers is adequate.
Don’t try to dress up your plain presentation with Pee-Chee folders
or cheap plastic covers; keep it lean and mean.
Table of Contents
Busy executives want to anticipate a document and grasp its content in
short order. A table of contents or index is a straightforward way to present
the elements of your proposal in condensed overview. In some situa-
tions, you may also wish to include an executive summary—a prelude
containing no more than a few paragraphs of pithy description and budget
totals. The summary should be on the cover page or immediately following.
In an electronic submission, you can hotlink to the Table of Contents and
to important sections.
Target Audience
All multimedia proposals should include a section that describes the target
audience and target platform. When the end user’s multimedia capabilities
have a broad and uncertain range, it is crucial to describe the hardware and
software delivery platform you intend to provide. For instance, if your project
requires a special browser plug-in, you will need to adjust your multimedia
strategy by revising the design or by requiring the end user to download
the plug-in. Some clients will clearly control the delivery platform, so you
may not need to provide detail regarding system components.
Creative Strategy
A proposal must describe the way a project will be organized and sched-
uled. Your estimate of costs and expenses will be based upon this descrip-
tion. The Project Implementation section of your proposal may contain
a detailed calendar, PERT and Gantt project planning charts, and lists
of specific tasks with associated completion dates, deliverables, and work
hours. This information may be general or detailed, depending upon the
demands of the client. The project implementation section is not just about
how much work there is, but how the work will be managed and performed.
You may not need to specify time estimates in work hours, but rather in the
amount of calendar time required to complete each phase.
Budget
The budget relates directly to the scope of work you have laid out in the
project implementation section. Distill your itemized costs from the project
implementation description and consolidate the minute tasks of each
project phase into categories of activity meaningful to the client.
Designing
The design part of your project is where your knowledge and skill with
computers; your talent in graphic arts, video, and music; and your ability to
conceptualize logical pathways through information are all focused to create the
real thing. Design is thinking, choosing, making, and doing. It is shaping,
smoothing, reworking, polishing, testing, and editing. When you design your
project, your ideas and concepts are moved one step closer to reality.
Competence in the design phase is what separates amateurs from professionals in
the making of multimedia.
Depending on the scope of your project and the size and style of your
team, you can take two approaches to creating an original interactive multimedia
design. You can spend great effort on the storyboards, or graphic outlines,
describing the project in exact detail—using words and sketches for each and
every screen image, sound, and navigational choice, right down to specific colors
and shades, text content, attributes and fonts, button shapes, styles, responses,
and voice inflections. (This approach is particularly well suited for teams that can
build prototypes quickly and then rapidly convert them into finished goods.) Or
you can use less-detailed storyboards as a rough schematic guide, allowing you to
exert less design
sweat up front and expend more effort actually rendering the product at a
workstation.
The method you choose depends on whether the same people will do the
whole thing (both the designing and the implementing) or whether
implementation will be tasked or outsourced to a new team who will then need a
detailed specification (that is, a detailed storyboard and sketches). Both
approaches require the same thorough knowledge of the tools and capabilities of
multimedia, and both demand a story-board or a project outline. The first
approach is often favored by clients who wish to tightly control the production
process and labor costs. The
second approach gets you more quickly into the nitty-gritty, hands-on tasks, but
you may ultimately have to give back that time because more iterations and
editing will be required to smooth the work in progress. In either case, the more
planning on paper, the better and easier it will be to construct the project.
On some projects, you may be both the designer and the programmer.
This can work well because you will understand how the design features you
choose will actually be implemented. Indeed, your design will be tempered, if not
defined, by your programming and coding skills, and you will be less likely to
specify features impossible or overly difficult to realize.
Navigation
Mapping the structure of your project is a task that should be started early
in the planning phase, because navigation maps outline the connections or links
among various areas of your content and help you organize your content and
messages. A navigation map (or site map) provides you with a table of contents as
well as a chart of the logical flow of the interactive interface. While with web sites
a site map is typically a simple hierarchical table of contents with each heading
linked to a page, as a more detailed design document your map may prove very
useful to your project, listing your multimedia objects and describing what
happens when the user interacts.
Just as eight story plots might account for 99 percent of all literature ever
written (boy meets girl, protagonist versus antagonist, etc.), a few basic structures
for multimedia projects will cover most cases: linear naviga-
tion, hierarchical navigation, nonlinear navigation, and composite
navigation.
When you design your navigation map, it helps to think about surface
structure—to view the product from a user’s perspective. Surface structures are
of particular interest to marketing firms in tracking users’ routes through a web
site to determine the effectiveness of the site’s design and to profile a user’s
preferences. When a user’s preferences are known, a custom web site experience
can be dynamically tailored and delivered to that user.
It is often important to give viewers the sense that free choice is available;
this empowers them within the context of the subject matter. Nonetheless,
you should still provide consistent clues regarding importance, emphasis,
and direction by varying typeface size and look, colorizing, indenting, or
using special icons.
The architectural drawings for your multimedia project are the story-
boards and navigation maps. The storyboards are married to the naviga-
tion maps during the design process, and help to visualize the information
architecture.
Even within a linear, time-based structure, you may still wish to sort
events into categories regardless of when they occur. There is no reason you
can’t do this and offer more than one method of navigating through your
content.
Your navigation design must provide buttons that make sense, so their
actions will be intuitively understood by means of their icon or graphic
representation, or via text cues. Do not force your viewers to learn many new
or special icons; keep the learning curve to a minimum. It’s also important
to include buttons that perform basic housekeeping tasks, such as quitting
the project at any given point, or canceling an activity.
Icons
In Macintosh and Windows operating systems, icons have a special
meaning, in that they constitute a suite of image resources that are linked
to and identify an application, file, volume, or service.
On the Macintosh, icon image files (.icns) can contain one or more images
of 16 × 16, 32 × 32, 48 × 48, 128 × 128, 256 × 256, and 512 × 512 pixels as well as
alpha channels for transparency masking. The Mac operating system
automatically scales the image(s) to display at other sizes. To use your own icon
for a file or folder, open the Get Info . . . dialog (command-i), click once on the
icon shown at the top left of the Get Info panel to highlight it, and paste any 512 ×
512–pixel bitmap from the clipboard.
The old icon is replaced with the new. You can also highlight an icon in the
Get Info panel and copy it to the clipboard (command-c) for pasting into
your image editor or directly into a project.
Windows 7 icons are 256 × 256 pixels and are scaled to Extra Large, Large,
Medium, or Small sizes in the Views menu. To replace a folder or alias icon with
your own, simply create a 256 × 256 pixel .png file and save it. Then go to a folder
or shortcut and right-click it; select Properties. Choose the Customize tab and
select Change Icon. Browse to find your saved icon and click OK. Building and
saving icon files is simpler using an icon editor such as IcoFX (http://icofx.ro/) or
the ICOformat plugin for Photoshop (www.telegraphics.com.au/sw/#icoformat). If
you want to use a system icon within your project, it is often quickest to capture
or grab it off the screen and place it directly into your project as a bitmap. Use
caution, however, because the design of some icons (particularly those using
corporate logos) may be protected by copyright or trademark. Browsers
automatically look for a tiny 16 × 16 pixel icon file named favicon.ico in the root of
a web site, which they will display in one or more places in their “chrome” (the
toolbars, status bars, sidebars, menus, and navigation elements surrounding the
web page itself).
Designing the User Interface
The user interface of your multimedia product is a blend of its graphic
elements and its navigation system. If your messages and content are
disorganized and difficult to find, or if users become disoriented or bored, your
project may fail. Poor graphics can cause boredom. Poor navigational aids can
make viewers feel lost and unconnected to the content; or, worse, viewers may
sail right off the edge and just give up and quit the program.
Novice/Expert Modes
Be aware that there are two types of end users: those who are computer
literate and those who are not. Creating a user interface that will satisfy both
types has been a design dilemma since the invention of computers. The simplest
solution for handling varied levels of user expertise is to provide a modal
interface, where the viewer can simply click a Novice/Expert button and change
the approach of the whole interface—to be either more or less detailed or
complex. Modal interfaces are common on bulletin boards, for example, allowing
novices to read menus and
select desired activities, while experts can altogether eliminate the time-
consuming download and display of menus and simply type an activity code
directly into an executable command line. Both novices and experts alike may
quickly learn to click the mouse and skip the annoying ragtime piece you chose for
background music.
GUIs
The Macintosh and Windows graphical user interfaces are successful partly
because their basic point-and-click style is
simple, consistent, and quickly mastered. Both these GUIs offer built-in
help systems, and both provide standard patterns of activity that produce
standard expected results. The following actions, for example, are consis-
tently performed by similar keystrokes when running most programs on
the Macintosh or in Windows:
For your multimedia interface to be successful, you, too, must be con-
sistent in designing both the look and the behavior of your human inter-
face. Multimedia authoring systems provide you with the tools to design
and implement your own graphical user interface from scratch. Be prudent
with all that flexibility, however. Unless your content and messages are
bizarre or require special treatment, it’s best to stick with accepted con-
ventions for button design and grouping, visual and audio feedback, and
navigation structure.
Stick with real-world meta-
phors that will be understood by
the widest selection of poten-
tial users. For example, consider
using the well-known trash can
for deleting files, a hand cursor for dragging objects, and a clock or an
hourglass for pauses. If your material is time-oriented, develop metaphors for
past, present, and future. If it is topic-oriented, choose metaphors
related to the topics themselves. If it is polar (the pros and cons of an issue,
for example), choose relevant contrasting images.
Graphical Approaches
Designing excellent computer screens requires a special set of fine art skills,
and not every programmer or graduate in fine arts may be suited to creating
computer graphics. Like programmers who must keep up with current operating
systems and languages, computer graphic artists must also stay informed about
the rapidly changing canvas of new features, techniques, applications, and
creative tools.
The artist must make broad design choices: cartoon stick figures for a
children’s game, rendered illustrations for a medical reference, scanned bit- maps
for a travel tour of Europe. The graphic artwork must be appropriate not only for
the subject matter, but for the user as well. Once the approach is decided, the
artist has to put real pixels onto a computer screen and do the work. A
multimedia graphic artist must always play the role of the end user during the
design and rendering process, choosing colors that look good, specifying text
fonts that “speak,” and designing buttons that are clearly marked for what they
do.
Producing
By the time you reach the development phases of your multimedia project
and you start building, you should already have taken care to prepare your plan
and to get organized. The project plan now becomes your step-by-step
instruction manual for building the product.For many multimedia developers,
following this plan and actually doing the construction work—being down in the
trenches of hands-on creation and production—is the fun part of any project.
Starting Up
Before you begin your multimedia project, it’s important to check your
development hardware and software and review your organizational
and administrative setup, even if you are working alone. This is a serious
last-minute task. It prevents you from finding yourself halfway through
the project with nowhere to put your graphics files and digitized movie
segments when you’re out of disk space, or stuck with an incompatible
version of a critical software tool, or with a network that bogs down and
quits every two days. Such incidents can take many days or weeks to resolve,
so try to head off as many potential problems as you can before you begin.
Here are some examples of things to think about.
Desk and mind clear of obstructions?
Best computers you can afford?
Time-accounting and management system in place?
Biggest (or most) monitors you can afford?
Sufficient disk storage space for all work files?
System for regular backup of critical files?
Conventions or protocols for naming your working files and managing
source documents?
Latest version of your primary authoring software?
Latest versions of software tools and accessories?
Communication pathways open with client?
Breathing room for administrative tasks?
Financial arrangements secure (retainer in the bank)?
Expertise lined up for all stages of the project?
Making multimedia for clients is a special case. Be sure that the orga-
nization of your project incorporates a system for good communication
between you and the client as well as among the people actually building
the project. Many projects have turned out unhappily because of commu-
nication breakdowns.
Tracking
Organize a method for tracking the receipt of material that you will
incorporate into your multimedia project. Even in small projects, you will be
dealing with many digital bits and pieces. Develop a file-naming convention
specific to your project’s structure. Store the files in directories or folders with
logical names. Version control of your files (tracking editing changes) is critically
important, too,
especially in large projects. If more than one person is working on a group of files,
be sure that you always know what version is the latest and who has the current
version. If storage space allows, archive all file iterations, in case you change your
mind about something and need to go back to a prior rendering.
Copyrights
If your project is a team effort, then it is critical that everyone works well together
—or can at least tolerate one another’s differences—especially when the going
gets tough. Pay attention to the mental health of all personnel involved in your
project, and be aware of the dynamics of the group and whether people are being
adversely affected by individual personalities. If problems arise, deal with them
before they become hazardous; the mix of special creative talents required for
multimedia can be volatile. If you stay organized and flexible throughout, you will
complete your project successfully.
Every multimedia project includes content. It is the “stuff ” from which you
fashion your messages. It is also the information and material that forms the
heart of your project, and it is that which defines what your project is about.
Content has to come from somewhere—either you make it or you acquire it.
Whether you make it, borrow it, or buy it depends upon your project’s needs,
your time constraints, and your pocketbook. Content that is destined for sale to
the public is also wrapped up in numerous legal issues. Who owns the content?
Do you have the proper rights to use it?
Copyright laws, for example, establish rights for the creators or owners
of literary works; musical works; dramatic works; pictorial, graphic, and
sculptural works; motion pictures and other audiovisual works; and sound
recordings. Do you have licenses for protected works and signed releases
from anyone who appears in your project?
Acquiring Content
If your needs are simple and fairly flexible, you may be able to use
material from collections of clip art. Such collections of photographs, graphics,
sounds, music, animation, and video are becoming widely available from many
sources, for anywhere from fifty to several hundred dollars. Part of the value of
many of these packages is that you are granted unlimited use, and you can be
comfortable creating derivative versions tailored to your specific application.
Carefully read the license agreement that comes with the collection before
assuming you can use the material in any manner. In the six-point italicized type
on the back of the agreement, you may discover that the licensor offers no
guarantee that the contents of the collection are original works. Thus, the licensor
bears no responsibility to indemnify you for inadvertently infringing on the
copyrights of a third party. Even if the collection is described as allowing “free
use,” you may discover that the collection comes with severe restrictions on the
way material can be used, or that a royalty is required for any use beyond wall-
paper on your computer.
If your content needs are more specific or complex, a good place to start
your search for material might be at a still photo library, a sound library, or a stock
footage house. These “stock” resources may be public or private and may contain
copyrighted works as well as materials that are in the public domain. Public
domain means either that the work was never copyrighted in the first place or its
copyright protection has expired over time and not been renewed; you can use
public domain material without a license.In addition to stock photos and videos
clips, there are whole collections of flash animations and components, web site
templates, sound effect libraries, and even 3-D models available for downloading
and integration into multimedia projects. Many are not free, but stock material
may save you many hours of effort.
Copyrights
Copyright protection applies to “original works of authorship fixed in any
tangible medium of expression. Before you can use someone else’s work in
your multimedia project, you must first obtain permission from the owner
of the copyright. If you do not do this, you may find yourself being sued for
copyright infringement (unauthorized use of copyrighted material). Several
changes in the law have created confusion over copyright protections. One
change is that works now come under copyright protection as soon as they are
created and presented in a fixed form. Prior to 1976,protection was only granted
upon registration, but now works do not have to be registered with the U.S.
Copyright Office to be protected. Because of this there is another crucial change:
works no longer need a properly formatted statement of copyright ownership to
be protected. Many people assume, because of the pre-1976 rules, that if there is
not a copyright statement, the work is available to be used. While that may be
true for older works, you should start with the assumption that a work is
protected, unless there is a specific statement that it is in the public domain.
There are fair use exceptions in which copyrighted material can be used without
permission, but they are very limited and specific—primarily for educational and
journalistic use
and rarely for commercial use—so you should consult an attorney before
assuming this exception applies to work you wish to use in a project.
Owning a copy of a work does not entitle you to reproduce the work, and you still
need to obtain permission from the copyright owner to use it. If you buy a
painting from an artist, the artist retains the copyright unless it is assigned to you.
You do not have the right to reproduce the painting in any form, such as in
postcards or a calendar, without permission.
Permissions
Permission must also be obtained to use copyrighted text.
Sample language follows for requesting permission to reprint copyrighted
text material and sample terms that you might expect from the copyright
owner.
Acquiring Talent
After you have tested everybody you know and you still have vacant seats
in your project, you may need to turn to professional talent. Getting the perfect
actor, model, or narrator’s voice is critical. You don’t want to settle for a voice or
an actor who is not quite polished or is ill suited to the part, or your whole project
may have an amateurish feel.
The AFTRA and SAG contracts are lengthy and detailed. Both share
language and job descriptions (such as principal, voice-over performer, extra,
singer, and dancer). Also, both unions have approximately the same wage scales
for these jobs. Table 11-1 shows the Screen Actors Guild categories for interactive
media work and rates. Of course, an actor can always negotiate more than
minimum wage.
If your talent needs are simple, you can usually get good contract advice directly
from the union representative in your area or from the actors themselves. If your
needs are elaborate or undefined, you may wish to consult an attorney or agent
who specializes in this area and who can oversee the many required clauses and
details of the contract.
Acquiring Releases
A union talent contract explicitly states what rights you have to the
still and motion images and voices you make and use. If, however, your
talent is nonunion (a co-worker, perhaps, or a neighbor’s child, student
actor, waitress, or tugboat captain), be sure to require the person to sign
a release form. This form grants to you certain permissions and speci-
fies the terms under which you can use the material you make during a
recording session.
A sample release form that covers most situations in
a multimedia project and provides nearly perfect rights to the producer.
Because such forms are legal documents, always consult an attorney to be
sure that the specific language of your own release document meets your
requirements. For more about video and music releases and sample forms,
check out www.current.tv/make/resources.