← 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.
- Pre-Production: Story, Storyboards and Planning1At which stage is a problem cheapest to fix?
- Pre-Production: Story, Storyboards and Planning2Which of these belongs on a storyboard panel?
- Pre-Production: Story, Storyboards and Planning3Why should you hold each shot several seconds longer than the action needs?
- Crew Roles and Team Project Management4Who is responsible for the schedule, budget and location permissions?
- Crew Roles and Team Project Management5What does a diamond usually represent on a Gantt chart?
- Crew Roles and Team Project Management6When should a team contract be written?
- Production: Shots, Composition, Lighting and Sound7Which shot size is standard for an interview?
- Production: Shots, Composition, Lighting and Sound8What is the single biggest factor in getting good audio?
- Production: Shots, Composition, Lighting and Sound9Why is room tone recorded?
- Camera Settings: Exposure, Focus and Depth of Field10Which setting lets the most light through the lens?
- Camera Settings: Exposure, Focus and Depth of Field11What do you call the coloured outline a camera draws on the sharpest edges to show what is in focus?
- Camera Settings: Exposure, Focus and Depth of Field12An ND filter has an optical density of 0.9. How many stops of light does it cut? (Whole number.)stops
- Post-Production: Editing, Colour and Export13What is the approximate file size, in megabytes, of a video at ?MB
- Post-Production: Editing, Colour and Export14Why should the overwhelming majority of edits be straight cuts?
- Post-Production: Editing, Colour and Export15Match each export setting to what it controls.ResolutionCodecContainerBitrate
- Sound Design: Foley, Music and the Mix16What is the highest frequency, in kHz, that a 48 kHz recording can capture? (Exact value.)kHz
- Sound Design: Foley, Music and the Mix17What is the term for automatically lowering background music while someone is speaking?
- Sound Design: Foley, Music and the Mix18Roughly what dynamic range does 24-bit audio provide?
- Live and Multi-Camera Production19A camera's tally light is red. What does that mean?
- Live and Multi-Camera Production20What does the abbreviation PVW stand for on a switcher?
- Live and Multi-Camera Production21Why 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
Generating a problem…