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← Unit 3: Video Production

TGJ3M · Unit 3 test review

Video Production: Test Review

Everything for the Unit 3 test on one page: the key facts from all 7 lessons, the mistakes that cost the most marks, and a practice test that points you back to the lessons you need.

Key facts

Pre-Production: Story, Storyboards and Planning

  • The three stages are pre-production (planning), production (shooting) and post-production (editing).
  • Problems are cheapest to fix in pre-production and often impossible to fix in post.
  • A storyboard shows one drawing per shot; drawing quality does not matter, clarity does.
  • An animatic is the storyboard cut to time with scratch audio — the cheapest way to test a sequence.
  • Shoot grouped by location and lighting setup, never in story order.
  • Coverage means capturing wide, medium, close and cutaway shots so the editor has choices.
  • B-roll is what covers jump cuts in an interview and makes shortening an answer invisible.
  • Hold every shot several seconds longer than feels necessary — handles are free on the day.
  • Release forms are required from identifiable people and property owners before publishing.

Crew Roles and Team Project Management

  • The producer owns time, money and logistics; the director owns the creative vision; the DP owns the look of the picture.
  • A Gantt chart shows tasks as bars against time, with dependencies between them and milestones as diamonds.
  • The critical path is the longest chain of dependent tasks; any delay on it delays the whole project.
  • Tasks off the critical path have slack and can slip without moving the deadline.
  • A team contract sets roles, communication, decision-making and consequences before problems arise.
  • Budgets list every item plus a contingency of about 10%.

Production: Shots, Composition, Lighting and Sound

  • Shot size is measured by how much of a person fills the frame, from EWS to ECU.
  • MCU (chest up) is the standard interview size; CU carries emotion.
  • Eye level is neutral; high angle diminishes a subject and low angle empowers them — angle is never neutral.
  • Rule of thirds: place key elements on the lines of a 3 × 3 grid, with eyes on the upper third.
  • Lead room is space in front of where a subject looks or moves.
  • A dolly changes perspective and creates depth; a zoom only magnifies a flat image.
  • Three-point lighting is key (main, 45° and above), fill (softens shadows) and back (separates from the background).
  • Daylight is about 5600 K and tungsten about 3200 K — do not mix them without gels.
  • Aim for audio peaks around −12 dB. Anything reaching 0 dB is clipped and permanently destroyed.
  • Microphone distance matters more than microphone price.

Camera Settings: Exposure, Focus and Depth of Field

  • One stop is a doubling or halving of light; aperture, shutter and ISO can be traded against each other in stops.
  • Full f-stops run f/1.4, 2, 2.8, 4, 5.6, 8, 11, 16; each step halves the light because .
  • 180° shutter rule: shutter , so 1/50 at 24 fps and 1/60 at 30 fps.
  • Doubling ISO adds one stop of brightness and amplifies noise; stay at native ISO where possible.
  • Each 0.3 of ND density cuts one stop: ND 0.9 is three stops, ND 1.8 is six.
  • Depth of field gets shallower with a wider aperture, a longer lens, a closer subject and a larger sensor.

Post-Production: Editing, Colour and Export

  • A non-linear editor references source files rather than containing them, so moving or renaming footage breaks the link.
  • Trimming is non-destructive — the source file is never altered.
  • Straight cuts should be the overwhelming majority of any edit.
  • A J-cut brings the next shot's audio in early; an L-cut carries the current audio over the next picture.
  • Cutting on action hides the join, because the eye is following the movement.
  • The 180-degree rule keeps the camera on one side of the line so screen direction stays consistent.
  • Colour correction fixes and matches; colour grading applies a creative look. Correct first.
  • Codec is the compression (H.264); container is the wrapper (MP4). They are not the same thing.
  • Export each delivery version from the master, never from another export.

Sound Design: Foley, Music and the Mix

  • A soundtrack is built in layers: dialogue, room tone, ambience, Foley, hard effects and music.
  • Mix the dialogue first; duck music beds about 10–20 dB under speech.
  • Video audio is 48 kHz; the highest frequency captured is half the sample rate.
  • Each bit of depth adds about 6 dB of dynamic range: 16-bit ≈ 96 dB, 24-bit ≈ 144 dB.
  • Uncompressed bit rate = sample rate × bit depth × channels; divide by 8 for bytes.
  • Delivery loudness is measured in LUFS: about −24 for Canadian TV, −23 for EBU, roughly −14 for streaming, with true peaks at or below −1 dBTP.

Live and Multi-Camera Production

  • Program is what is live; preview is the next shot, checked before it is taken.
  • Tally lights: red means the camera is on program (live); green means it is on preview (next).
  • The director calls the shots; the technical director operates the switcher; the floor director cues talent on the floor.
  • Shot calls come in pairs — 'ready' then 'take' — so the cut can happen on the exact word.
  • Upload needed ≥ 1.5 × (video + audio bitrate) × number of destinations.
  • Redundancy means wired networking, a local recording, backup power, a holding slate and a test stream before the event.

Where marks get lost

  • Shooting in story order, which forces the crew to move and re-light far more often than necessary. (Pre-Production: Story, Storyboards and Planning)
  • Skipping the storyboard because 'we know what we want'. It is the only shared picture the crew has. (Pre-Production: Story, Storyboards and Planning)
  • Gathering too little B-roll, so every edit in an interview shows as a jump cut. (Pre-Production: Story, Storyboards and Planning)
  • Cutting the camera the instant the action ends, leaving the editor no handles to work with. (Pre-Production: Story, Storyboards and Planning)
  • Scouting a location at a different time of day from the shoot, so the light is nothing like what was planned. (Pre-Production: Story, Storyboards and Planning)
  • Forgetting release forms, which can stop a finished video from being published at all. (Pre-Production: Story, Storyboards and Planning)
  • Planning no buffer, so the last shots of the day are rushed or abandoned. (Pre-Production: Story, Storyboards and Planning)
  • Treating the shot list as optional and then discovering on the edit that a needed angle was never filmed. (Pre-Production: Story, Storyboards and Planning)
  • Planning forwards from today instead of backwards from the deadline, so the edit gets whatever time is left over. (Crew Roles and Team Project Management)
  • Leaving production sound with no owner, then discovering in the edit that every interview is unusable. (Crew Roles and Team Project Management)
  • Putting the schedule buffer on a task with slack instead of on the critical path, where delays actually move the deadline. (Crew Roles and Team Project Management)
  • Writing the team contract after the first conflict, when nobody can agree on anything anymore. (Crew Roles and Team Project Management)
  • Building a budget with no contingency, so the first lost cable or extra prop leaves the project short. (Crew Roles and Team Project Management)
  • Centring every subject instead of using the rule of thirds. (Production: Shots, Composition, Lighting and Sound)
  • Leaving too much headroom, so the subject appears to sink out of the bottom of the frame. (Production: Shots, Composition, Lighting and Sound)
  • Framing a subject looking straight at the edge of frame with no lead room. (Production: Shots, Composition, Lighting and Sound)
  • Zooming when a dolly move was wanted. Zoom magnifies; only moving the camera creates depth. (Production: Shots, Composition, Lighting and Sound)
  • Omitting the back light, so the subject merges into the background. (Production: Shots, Composition, Lighting and Sound)
  • Mixing daylight and tungsten in one shot, which no grade fully repairs. (Production: Shots, Composition, Lighting and Sound)
  • Recording audio with levels touching 0 dB, which clips permanently. (Production: Shots, Composition, Lighting and Sound)
  • Relying on the camera's built-in microphone from across a room. (Production: Shots, Composition, Lighting and Sound)
  • Not wearing headphones, so the hum and traffic noise are only discovered in the edit. (Production: Shots, Composition, Lighting and Sound)
  • Shooting an interview from a low angle by accident, which makes an editorial claim nobody intended. (Production: Shots, Composition, Lighting and Sound)
  • Confusing the 180° shutter rule with the 180° axis rule used for camera placement and editing. (Camera Settings: Exposure, Focus and Depth of Field)
  • Assuming a bigger f-number means more light. f/16 is a small opening; f/1.4 is a large one. (Camera Settings: Exposure, Focus and Depth of Field)
  • Speeding up the shutter to fix bright daylight in video, which makes motion look choppy. Use an ND filter instead. (Camera Settings: Exposure, Focus and Depth of Field)
  • Pushing ISO to fix a dark scene before adding light or opening the aperture, and ending up with grainy footage. (Camera Settings: Exposure, Focus and Depth of Field)
  • Shooting a close-up wide open at f/1.4 and losing the eyes to soft focus every time the subject moves slightly. (Camera Settings: Exposure, Focus and Depth of Field)
  • Moving or renaming source files after importing them, which breaks every link in the project. (Post-Production: Editing, Colour and Export)
  • Using decorative transitions instead of straight cuts, which draws attention to the software rather than the story. (Post-Production: Editing, Colour and Export)
  • Cutting between two near-identical angles of the same subject, producing jump cuts. (Post-Production: Editing, Colour and Export)
  • Crossing the 180-degree line, so two people in conversation appear to face the same direction. (Post-Production: Editing, Colour and Export)
  • Grading before correcting, which bakes exposure and white-balance errors into the look. (Post-Production: Editing, Colour and Export)
  • Changing the frame rate at export, which causes frames to be duplicated or dropped. (Post-Production: Editing, Colour and Export)
  • Exporting a delivery file from another delivery file instead of from the master. (Post-Production: Editing, Colour and Export)
  • Confusing codec with container, and assuming every .mp4 behaves the same way. (Post-Production: Editing, Colour and Export)
  • Dividing by 1000 instead of 8 when converting megabits to megabytes. (Post-Production: Editing, Colour and Export)
  • Keeping a shot because it was hard to get, rather than because the edit needs it. (Post-Production: Editing, Colour and Export)
  • Starting the mix with the music, then discovering the dialogue cannot be heard over it. (Sound Design: Foley, Music and the Mix)
  • Cutting to digital silence between lines instead of laying room tone, so every edit sounds like a dropout. (Sound Design: Foley, Music and the Mix)
  • Mixing 44.1 kHz music into a 48 kHz project without noticing, causing a sample-rate conversion or a pitch and timing error. (Sound Design: Foley, Music and the Mix)
  • Limiting a mix to be as loud as possible for streaming, when the platform will simply turn it down to its loudness target. (Sound Design: Foley, Music and the Mix)
  • Believing a purchased or streamed song can be used in a published video because 'I bought it' or 'I gave credit'. (Sound Design: Foley, Music and the Mix)
  • Reframing or refocusing a camera while its tally light is red, putting the adjustment on air. (Live and Multi-Camera Production)
  • Planning a stream bitrate that uses almost all of the measured upload, with no headroom for normal fluctuations. (Live and Multi-Camera Production)
  • Forgetting that streaming to two platforms from one encoder doubles the upload needed. (Live and Multi-Camera Production)
  • Streaming over Wi-Fi in a crowded venue instead of wired Ethernet. (Live and Multi-Camera Production)
  • Showing the stream key on a projected screen or sharing it in a group chat. (Live and Multi-Camera Production)

Practice test

21 questions from across the unit. Each one shows the lesson it comes from.

  1. Pre-Production: Story, Storyboards and Planning
    1
    At which stage is a problem cheapest to fix?
  2. Pre-Production: Story, Storyboards and Planning
    2
    Which of these belongs on a storyboard panel?
  3. Pre-Production: Story, Storyboards and Planning
    3
    Why should you hold each shot several seconds longer than the action needs?
  4. Crew Roles and Team Project Management
    4
    Who is responsible for the schedule, budget and location permissions?
  5. Crew Roles and Team Project Management
    5
    What does a diamond usually represent on a Gantt chart?
  6. Crew Roles and Team Project Management
    6
    When should a team contract be written?
  7. Production: Shots, Composition, Lighting and Sound
    7
    Which shot size is standard for an interview?
  8. Production: Shots, Composition, Lighting and Sound
    8
    What is the single biggest factor in getting good audio?
  9. Production: Shots, Composition, Lighting and Sound
    9
    Why is room tone recorded?
  10. Camera Settings: Exposure, Focus and Depth of Field
    10
    Which setting lets the most light through the lens?
  11. Camera Settings: Exposure, Focus and Depth of Field
    11
    What do you call the coloured outline a camera draws on the sharpest edges to show what is in focus?
  12. Camera Settings: Exposure, Focus and Depth of Field
    12
    An ND filter has an optical density of 0.9. How many stops of light does it cut? (Whole number.)
    stops
  13. Post-Production: Editing, Colour and Export
    13
    What is the approximate file size, in megabytes, of a video at ?
    MB
  14. Post-Production: Editing, Colour and Export
    14
    Why should the overwhelming majority of edits be straight cuts?
  15. Post-Production: Editing, Colour and Export
    15
    Match each export setting to what it controls.
    Resolution
    Codec
    Container
    Bitrate
  16. Sound Design: Foley, Music and the Mix
    16
    What is the highest frequency, in kHz, that a 48 kHz recording can capture? (Exact value.)
    kHz
  17. Sound Design: Foley, Music and the Mix
    17
    What is the term for automatically lowering background music while someone is speaking?
  18. Sound Design: Foley, Music and the Mix
    18
    Roughly what dynamic range does 24-bit audio provide?
  19. Live and Multi-Camera Production
    19
    A camera's tally light is red. What does that mean?
  20. Live and Multi-Camera Production
    20
    What does the abbreviation PVW stand for on a switcher?
  21. Live and Multi-Camera Production
    21
    Why should a stream also be recorded locally?

Endless drill

Fresh numbers every time, for the calculation questions in this unit.

Endless drillnew numbers every time

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