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Deathmonkey Armourers
on the set

Treat it like it's real

With the right performances, close-ups, reaction shots and props, you can sell anything - including the realism of your gun scene.

There are typically several elements to every gunshot: sound, smoke, muzzle flash, action movement, cartridge ejection, bullet impact and of course acting. There is some variation, of course; revolvers won't eject casings, guns fitted with suppressors (silencers) won't have a muzzle flash and the action movement on a semiautomatic rifle is less evident than on an pistol.

The first thing to do is to decide how you want to shoot the scene in which a gun is fired - a wide shot versus a close-up, quick cuts versus a long moving shot. The more that the gun fires off-screen, the easier it'll be to fake (although a few "money" shots of the gun firing in full view can have a strong impact). See sidebar for more information about creating a shooting strategy.

Sound

The sound of the gun firing can be either recorded on set (if you're using a blank-firing replica) or added in post. If you record the sound of a blank firing as part of a scene, it's guaranteed to be blown-out and distorted, but it'll serve as a good "scratch track" to sync your sound effects up with. It can also serve as a nice bottom-layer effect that can be augmented with additional effects work, but in most instances the difficulty associated with shooting live blanks will mean adding the sound entirely in post. (Also see Fix it in Post.)

Smoke

Gunpowder exploding creates smoke. A lot of gunpowder exploding (such as an automatic rifle firing) creates a lot of smoke. Smoke can be one of the most convincing elements of a gun scene - and it's about the most often overlooked. A haze of smoke casually drifting about as your character overlooks the damage he's caused with his weapon can be an invaluable tool. A fog machine capable of controlled bursts can give you a puff that'll drift about as your character fires; a little ambient haze afterwards goes a long way. It reflects light very nicely as well. Currently Deathmonkey Armourers are working on a safe, cost-efficient way of producing a barrel-fire smoke effect.

Flash

Most guns without suppressors will produce a flash at the muzzle when fired. The particular pattern of the light varies depending on the type of gun; typically it's orange (it's fire, after all) and only visible for a fraction of a second. Our experience has given us great confidence in the practice of adding muzzle flash digitally to your image, and it's much easier than you might imagine (see Fix it in Post for more info).

To really do it right, though, consider adding a flash of light on your set. Having an actual light source will create highlights and shadows on your actors and sets, adding to the realism of the scene. For example, a carefully placed strobe light (perhaps gelled with CTO to orange the light and cut the brightness a bit) during an automatic weapon firing can really add a kick. Even if you're in the daylight, it'll show up on the film in the shadows. And at night - especially if you have smoke dancing around - you've done most of the work already. The dailies will convince you, even without sound.

For a single shot, consider using a flash camera from off-camera, pointing straight-on at the barrel of the gun (so the shadow angles are accurate). An orange gel is suggested here as well.

While the flash should be your cue to synch up the muzzle flash in post, it can also be used as your actor's cue to react to the firing of the gun (see Acting, below).

Slide

Action movement is a bit more complicated. On a revolver, even a replica, the cylinder rotates with each trigger pull; no trouble there. On most semiautomatic rifles, the action is a bolt that moves on the top or side of the weapon - only the higher-end replicas mimic this; Deathmonkey's do not. In most instances it's simpler to just hide the offense with camera angles and distance, if it's a concern; most of your audience won't notice the difference.

Semiautomatic pistols, however, have a trademark slide-rack upon firing. While not necessary to simulate, it's an essential element for the sticklers among us. A blank-firing pistol will accomplish this nicely, as well as the cartridge ejection. But since it's not always practical to use blanks, there are a few other options.

One is "blowback" replicas. These are metal or plastic replicas that use an electric or a compressed-gas charge to blow back the slide of a pistol at each trigger pull. These are highly effective, quiet and a lot of fun. They require either AAA batteries or canisters of what's known as "green gas", depending on the gun. An electric model will not work with gas, and vice versa. Deathmonkey stocks a Desert Eagle blowback gun in black and silver, and we are very accomodating to special requests.

Another option is to add the action movement in post (see Fix it in Post). There's a pretty easy method to adding a blowback digitally, and it only requires a basic facility with PhotoShop (but no more than any sort of post work). Coupled with sound design, this can be quite effective.

Ejection

Cartridge ejection is another staple of automatic or semiautomatic gunfire. Most movies will use specially modified - and very expensive - replicas that do nothing but shoot smoke and toss out empty casings. For the poor among us - that'd be you and me, friend - we get to flex our creative muscle. The easiest way to simulate a cartridge ejection is to toss an empty shell from off-screen across the plane of action. This works supremely well in close-up; another way is to cut to a shot of the casing falling on the floor, hitting a wall, etc (see sidebar). Even for automatic weapons fire, tossing a succession of shells in the air (practice first, and having two people alternate every shell to keep the speed up) from just off-screen (assuming your rifle is low in the frame) works wonders.

For wider shots, there are a few ways to accomplish the same effect, but it involves some work in post. One method is to throw the shells from off-camera, and then digitally remove them before they reach the gun; another is to simply add the shells entirely in post. This is time-consuming and while it can result in some good product, it's often easier, when possible, to use actual shells whenever possible before resorting to the digital variety. See Fix it in Post for walkthroughs of the different techniques.

Body Hits / Squibs

Now we've come to bullet impacts, arguably the most difficult part of any gun scene. They can be broken into two categories: body hits and object hits. Body hits typically involve blood; object hits typically involve something bursting or shattering.

First, a note about squibs. Squibs seem to be the most sought-after special effect by amateur filmmakers, with good reason - they look cool. Squibs are gunpowder-charged blood packets placed under the clothing of an actor (or inside a skin prostheic) that can be remotely controlled to explode, creating a bloody hole. As they are explosive devices, they must be administered by a licensed pyro tech, and are dangerous to attempt (not to mention impossible to get) by amateurs. If you really need squibs, hire a pyro tech. It's not too cheap. But if you want a workaround, read on.

The classic technique here is the blood plant. A few examples of techniques:

The actor has blood loaded on his hands; he's hit and reaches up to clutch his wound, "planting" the blood on his body. When he pulls his hand away, his body is covered in blood. An oldie but a goodie.

The actor has blood already applied to his body, turned away from the camera; he's hit, and stumbles around or falls to face the camera, revealing his wound. (The advantage to this technique is that you can use wound prosthetics, such as latex entry wounds).

The actor has a mouthful of blood, ready to belch or dribble after being hit in the lungs (this is nice because you're concentrating on the actor's face, capturing performance rather than the gory details of their wound).

Seepage. This more advanced technique requires the use of a simple pump to dribble blood out of the wound, and can be used with a prosthetic or through clothing. Something as simple as a juice pouch (remember all the fun you had in the second grade spraying people with fruit punch?), refilled with blood, can be used as a pump; position the straw at the wound entrance (taped beneath clothing or beneath a latex prosthetic) and squeeze the pouch. A quick squeeze can give you a nice squirt, and you can pulse the squirt to simulate an artery. This works best at fairly close range (the longer your dispersal tube, or "straw", the more pressure on the pouch you need to get the blood through all of it, and there's a limit to how much pressure the pouch can generate); the actor can apply the pressure discreetly, or a blood wrangler just out of camera range can have the honors.

One of the most creative blooding techniques we've seen is someone who used an air compressor, ran a tube into the actor's pant leg and up under her shirt, emerging just under her collar; she had a latex piece covering the edge of the tube right at her collarbone. The air tube had a one-way valve spliced in before it fed into the compressor, and the top half of the tube (above the valve) was filled with stage blood, little globs of strawberry jam and tiny chunks of eggshell. You can imagine the result - when she was "hit" the compressed air blew the blood out of her throat with amazing force. The director had the foresight to shield the camera with a piece of plexiglas, but the poor boom operator wasn't quite so lucky.

Compressed air can also create a nice "spray" effect across walls, horrified faces etc; you can use canned air spraying across a saucer of blood to achieve nice results.

As in all things, planning, practice and patience will give you the best results.

Object Hits

Object hits are somewhat difficult to pull off convincingly when you're working on a low budget. Most movies use explosive charges wired into the walls, ground, or water to simulate bullet hits; this is great, but expensive.

You can use compressed air to some effect for close-ups. Say you want to show a bullet hitting a wall; the best method is to create a fake piece of wall using a slab of wood or drywall, gouge a hole into it (making sure you punch all the way through to the other side), fill the hole with splinters and sawdust (for wood) or chalk or plaster chunks and dust, packing it in as tightly as you can; sand gently over the surface and paint it the color of your set wall. From the back, blow air from a compressor (or canned air, for smaller applications) and the front should burst out. This works best for quick cutaways, and you may be able to digitally flip the image vertically or horizontally and use it more than once.

Otherwise, your options for inexpensive on-screen hits are limited. It may prove easier to shoot the hits off-screen, and drop the debris onto a crouching actor, for example; this works well for wood, plaster, glass (drop chunks of breakaway glass, available from prop supply shops, or you can have a sheet of plexiglas sawed into shard shapes and sand down the edges; crushed ice may also work in a close-up).

We heard a story of someone shooting a scene of a parked car being shot up; while most of the impacts in the wide shot were added digitally (a nice option, if you have the capability) there was a particularly notable close-up of an actor ducking behind the side of the car - the camera followed the actor ducking back, and someone off-screen slapped the side of the car to create a jolt and a metallic noise. While this is a good idea by itself, they added to it by giving the slapper a static-cling decal of a bullet hole; when he slapped the car he planted the decal, and when the actor peeked his head out again the decal was there on the car. For the quick shot that it was, it worked great.

Another setup involved a panning shot of a fairly blank wall as a line of hits appeared on it. It was accomplished by planting all the hits beforehand, shooting the shot, and then in post covering them all up, revealing them one at a time. On a uniform surface, this is a fairly easy effect to do digitally.

Remember: test out your particularly creative setups beforehand, so your crew gets some practice and so you don't waste your time on set trying to work the bugs out. We can't recommend this enough.

Acting

You can add all the fancy flame and sound and blood you want, but if your actor doesn't sell it, you've wasted your time.

Guns are scary. Don't forget this. Even soldiers or policemen who carry guns all day long get nervous actually pointing them at another human being. By holding a gun on someone, you literally have the power to take away their entire life.

Guns explode. A bullet firing is the equivalent of a bomb going off at the end of your arm. It's loud and it creates a shock wave of force that your body absorbs. If your character's not used to firing a gun, it's going to be very loud and unpleasant for them, and they will almost certainly flinch, squeezing their eyes shut and hunching their shoulders.

It's especially important if you're using a replica to create the illusion that the force of a gunshot exists. A lot of novices will shake the gun around as it fires to try and simulate the recoil. Just remember that you're trying to STOP it from moving, trying to keep it pointed at your target, but it's trying to jump out of your hands like a wet cat. Your actor must convince us that he's trying to keep the gun still, but that it won't let him (tip: automatic weapons want to "climb". It's a lot of work to keep them pointed anywhere other than the ceiling).

Don't "pull" the trigger. Squeeze your whole hand around the grip, including your trigger finger. This is a something they teach you in a shooting course; it's appropriate here if it adds to the realism of your scene.

Being hit with a bullet feels like being stung by a bee - a sharp, distinct pain. Being hit by something moving so fast would create a shock wave of sorts in one's body - a victim should twitch, like tensing every muscle in the body simultaneously. The same holds true for someone struck in any fashion, whether by a fist, a boot, a brick, or a bullet.

The most important thing to convey to your actors - both shooters and others in the scene - is that they should react to everything that happens with a gunshot, even if some of the elements will be added in post: the sharp sound, the sudden flash, the heat of the barrel, the smell of gunpowder (anyone outboard of the barrel inside about three feet will be burned by gunpowder particles).


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Choose your framing carefully

Setting up a scene

As you've read, careful planning makes everything a lot easier. Take some time to figure out the details of your gun scene, so that you can decide what moments are best served by close ups, wide shots or reactions. The style and angle of the shots that you choose will determine how you set up the special effects.

Let's take as an example a shootout in a parking lot.

If the scene is set in an exterior, you need to contact the police and verify the local laws regarding waving fake guns around - at the least tell them who you are and what you're doing, so they don't get calls from neigbors and come down with the lights on. For an interior, say a parking structure, you should at the least contact the owner of the property. If the site is visible to anyone not associated with your production, you should notify the police; if you can block outside access (say you're on the fourth floor of the structure, and you've sawhorsed off the ramps) you are in less danger.

If your scene is set at night, muzzle-flash-mimicking lights are highly recommended (a strobe for automatics, something like a camera flash for single shots). They'll create the shadows and highlights in the environment that will aid your scene's believability. During the day this is still recommended but less necessary.

Wide shots give you the advantage of less detail, since you probably won't have to fake the slide moving, for example, but a larger ground - it will be more difficult to have a grip toss out a casing, since off-camera's farther away. Your actor may be able to toss the casing themselves. An extreme wide shot can be useful to give the audience their bearings before you begin cutting to close-ups.

Never underestimate the power of reaction shots. Characters on the screen should act as conduits for how the audience is supposed to feel. Remember to use the flash-mimics on characters close to the gunfire, even if the gun's off-screen.

Close-ups can save you. Casings hitting the ground, fingers on the trigger, faces reacting, debris hitting the ground and people cowering are all cheap and easy shots that, coupled with sound design, can accomplish a lot. Close ups of debris flying, for example, are a great way to accomplish object hits without needing to rig up the actual impacts.

Also remember that as the filmmaker, it's your job to tell the story the best way possible, and if a particular effect would be too difficult to accomplish convincingly, then you need to figure out how to scale down the effect to something you can handle. A grand but poorly executed effect is worse than a simple but effective workaround. This may mean cutting out the money shot of the exploding car and working with lighting and sound during reaction shots instead.


Seagal's Beretta with a flash that appeared on set

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Strong side lighting from a source flash - gun flare to be added later

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Slide movement that does not occur on set can be replicated in post

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Ejected casings can achieve considerable distance

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A source flash will affect light and shadows, and should not be overlooked

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Atmosphere plays an important role

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You can make your own rifle from toilet paper tubes and popsicle sticks

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If you cast an Oscar winner, try and give them a role with some substance

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A little forethought goes a long way

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Performance makes or breaks the scene

Any suggestions on this site should only be attempted within the proper legal context and the assertations on this site should not be regarded as definitive legal counsel. All information supplied is at your own risk. Check with legal authorities for local laws before attempting your shoot.