3. Post Production Rules of Thumb

Updated July 16, 2022


How long it takes to edit a film relies on Post-Production guidelines that put the process in perspective. They define parameters around scheduling and budgeting for post-production.


Contributed by Glen Berry
Edited by Stavros C. Stavrides

Three Indicators for Planning

As noted in the previous article “Post-Production Workflow,” how long it takes to edit a film is usually much longer than the filming schedule. However, the schedule and workflow are a lot more predictable.

So how long does post-production take for a movie? Let’s start with the following three indicators that prove valuable in planning your workflow:

  1. It takes one hour per finished minute to arrive at the Rough Cut.
  2. Allow one hour per finished minute to arrive at the Fine Cut.
  3. Plan on one hour per finished minute to design and edit Sound Effects and Music.

Let’s see how we apply these ‘rules’ if we are planning on producing a 5-page script that should yield a 5-minute movie.

Given the above indicators, should take 5 hours to edit into a Rough Cut, 5 more hours to arrive at a fine cut, and an additional 5 hours to build the music and effects track.

Exceptions to these “Rules”

While the above formula is useful for budgeting time, it does not include finding and creating sound effects. It also excludes the time for composing of original music. In this example, we are simply placing these elements into the timeline.

As for visual effects, most are created and produced in tandem with filming and editing schedules, so we also exclude these elements from this equation as they can vary.

Therefore, we assume the editor has all the elements prepared for the work ahead, how long it takes to edit a 5-minute short film with all the sound components, translates to approximately 15 hours.

To calculate how long it takes to edit a feature-length film of 90 minutes, the same formula applies. 90 hours for each of Rough Cut, Fine Cut, and Music & Effects editing equals 270 hours. That’s almost seven 40-hour workweeks.

Bear in mind that this presumes a few things that you would be wise to take into account at the Production Stage, the first being the Shooting Ratio.

Shooting Ratio

To keep your post-production schedule in check, a disciplined shooting ratio of the production should not be excessive. We covered the subject of Shooting Ratio nicely in Scene Coverage: You Can’t Film It All.

To review, the shooting ratio is the number of minutes of footage shot during production versus the number of minutes of the finished project.

For example, 60 minutes of camera footage that yields a 5-minute finished film is a twelve-to-one (12:1) shoot ratio.

60 ÷ 5 – 12

What is Excessive?

For fiction films, when production starts going over a 10:1 shooting ratio, you will start putting pressure on your Rules of Thumb.

In this digital age, it is common to shoot excessive amounts of footage. After all, it doesn’t cost much because media storage is much compared to the cost of pricey film in the old days, right?

Well, maybe.

On the upside, the freedom to keep rolling take-after-take and angle-after-angle allows us to experiment. That opens up creative freedom. An editor always appreciates coverage of different angles to make the scene work in the best manner possible.

Conversely, there is a downside. Lack of restrictions can lead to unchecked self-indulgence, poor planning, and sloppy execution. There is nothing to stop the production team from shooting mountains of garbage and dumping an unholy mess on the editor.

Consequently, the editor is left to sift and sort through that enormous pile of raw footage for the gems they need to put a decent scene together.

Despite good intentions, directors who lack a strong vision for their production tend to shoot everything from every angle.

They hope that the editor will somehow figure out how to pull something together – not a director in command of their craft.

Granted, the production team should not feel restricted by the shooting ratio. A director should be able to shoot anything that they feel might be worthwhile. And as an editor, you want a well-stocked arsenal of shots and angles.

That said; always ask for an estimate of the shooting ratio before you agree to take on the project. An out-of-control ratio is often the sign of a poorly visualized production that will cost you time at the back end.


This post is a support article for the chapter “Five Phases of Film Production” in
Cyber Film School’s Multi-Touch Filmmaking Textbook.
Modelled upon the essentials of first-year film school programs.


The 60/40 Budget Rule

The last rule of thumb is that 60% of the resources should be spent in production and 40% should be spent in post-production.

Amateur producers only plan their budgets just to get them through the end of production. They tend to underestimate production costs, thus overspending their budgets in the production phase.

Some believe that they’ll make it through post-production by begging, borrowing, or stealing. Others just don’t understand how much work is involved (“But the editor does everything with free software!”) or they just don’t plan.

When you arrive at the post-production stage with no time or money for anything, it’s likely a sign of poor management.

If 40% of the movie’s resources were available for post-production, there would be adequate funding to hire motion graphics, a composer, visual effects, an editorial team, and a sound designer.

Again, the reality of low-budget filmmaking is that most productions run out of money before they complete post-production. 

When things do not go smoothly, take into account that this Shooting Ratio Rule of Thumb may have been violated.

Then again, many editors have combined skills such as colorizing and sound editing as a one-person band. The cost may seem cheap, depending on how you value one’s labor. 

Summary

• Time spent in post-production can be estimated with these rules of thumb: An hour per minute for the rough cut, another hour for the fine cut, and one hour for sound editing.

• Resources can often dry up when the movie gets to post-production. Be sure to allot sufficient resources (40%) to cover all the tasks and requirements of your project in post-production.

• It’s easy to shoot mountains of footage, to the detriment of the post-production team. Be sure you know the shooting ratio before planning the edit.


Fast-Track Into 1st-Year Level Film Education
Made for Apple Books

Get beyond mere tips & tricks and how-to tutorials. This beautifully designed learning system is both a textbook and a structured course in one volume.
Learn from it. Teach with it. Gift it.

Visit the Book Page

NEXT>>>
EDITING THE NARRATIVE SHORT
Assembling a Rough Cut and Fine Cut;
Challenges of the editor;
Creating the movie in Post Production

<< PREVIOUS
POST-PRODUCTION WORKFLOW
•Workflow through post Production;
•Ingesting, rough cut, fine cut, picture lock, soundtrack.




4. Editing the Narrative Short

Make no mistake. Editing is filmmaking. Newbies often mistake editing as a technical task, but the editor is a filmmaker with a strong grasp of visual story-telling. The editor should be able to get an emotional read on the material they are handed.

Contributed By Glen Berry
Edited By Stavros C. Stavrides


Updated July 20, 2022

Important Concepts

  • The Editor is a Storyteller
  • Know Thy Footage
  • See Director’s Intent
  • The Editor is a Problem-Solver

The Editor’s Creative Role

The job of editing is often mistaken as a technical task, but the editor must have a strong grasp of story-telling and be able to get an emotional read on the material they work with.

Describing the job of the editor from a technical standpoint is simple. The goal is to take the raw materials created in production and deliver an edited picture and dialogue. The more difficult question would be how the editor goes about accomplishing the creative objectives of the director, and what techniques he or she can employ.

First and foremost, the editor should be occupied with telling the story. As with most other positions in production, it is easy to lose sight of that one fundamental objective. The first pursuit of many novice editors is mastery of computer software.

Unfortunately, that is where many get stuck – pushing buttons at the command of a control freak director. As an editor, you don’t want this. Ever.

While an editor certainly must be familiar with the editing platform to accomplish the objectives, the computer is really only a means to an end. And that end is telling the story.

Know Thy Footage

The first step to editing is familiarizing oneself with the footage – ALL of it.

On larger projects, it is easy to allow the assistant editors or editorial interns to do all of the ingesting and logging and that is a normal way to proceed. However, the truth is that the editor needs to spend time viewing all of the material that has been shot. Why?

First, the editor is going to be looking at the footage with different eyes that the director (that’s a good thing!).

Sometimes the most minor details of performance, composition or movement will jump out at the editor and be an invaluable piece of footage to be used later. You never know where these little pieces will be found. Sometimes they come before “action” or after “cut” is called. Maybe a piece of gold is discovered on a take labelled ‘no good’ by the production team.

In the tedium of ingesting mountains of footage, assistants can easily miss these things, especially if they are marked as worthless by the production team. The editor’s responsibility is to ‘know thy footage’. 

Make A Mental Game Plan

The other reason is that viewing all of the footage draws parameters around the entire picture and what is available to work with.

Even without a script, viewing the footage should give the editor an idea of the story and a mental game plan for how to put those images together to tell the story should begin to form.

The raw footage also tells a story of what happened in production – seeing the number of takes on each angle, what close-ups are available, and where shots start and end. These give the editor an idea of what was important to the director.

The editor should be able to read the footage and spot the director’s intent. This is why the director need not be in the edit bay for the editor’s first cut.

The editor should be able to see what has been shot and be able to form a clear idea of the pathway through the scene. The director leaves markers along a trail for the editor, the editor needs only to see and follow them.

Solve Problems

It is common for beginner editors to watch the raw footage and throw up their arms in exasperation. The pathway is often unclear. The material described in the script may not be present.

Many of the shots may contain problems that need to be cut around; audio problems, focus, undesirable camera moves, continuity errors, errant objects on the screen, and bad performance. Oftentimes, there is insufficient coverage or the action from shot to shot does not overlap.


This post is a support article for the chapter “Five Phases of Film Production” in
Cyber Film School’s Multi-Touch Filmmaking Textbook.


Even at the professional level, the production team is always going to deliver at least a few problems. Often, independent films are much more difficult to edit than studio pictures.

The production team is under-resourced and shoots quickly – a combo that often produces materials that are less than perfect. The editor’s job is to find a solution to every problem.

These solutions require creativity. Sometimes the solution is as extreme as moving away from continuity editing (where each shot connects logically to the next to form an unbroken sequence of action through the scene) to a montage where a collection of shots convey the story in a metaphorical sequence.

Editing Is Filmmaking

If we are dealing with footage that is less than perfect, it is easy to get preoccupied with solving problems and not telling the story. The story is the most important thing.

The longer you spend with the edit, the more sensitized you will become to technical problems. Issues arise like continuity, perspective problems, or poor quality image. Remember that you are cutting for the audience, not another editor.

On his or her first cut, the editor is as much a filmmaker as is a director, making decisions about shot selection and shot order. You cover a scene from different angles, visualizing the angles you want to use for parts of a scene.

Many extraordinary directors began as editors, which makes sense. When a director breaks down a scene from the script, she or he imagines how the shot would cut together.

The edit is already visualized before the camera rolls. An editor can learn to direct by reading the director’s intent and seeing how he or she created the materials for the scene.

Getting To Fine Cut

As an editor, when you select which shots you will use for the rough cut, choose the ones that tell the story in the best way possible. You may have to live with a bad edit or poor image to convey the emotion of the scene.

You should always select good images over bad, compromise on an imperfect image if you need it to tell the story and reject footage if the quality is so poor that it would distract the audience from the story.

The director enters to guide you in this part of the decision-making process. Once you have a rough cut assembled that plays to your satisfaction from start to finish, bring in your director and screen it for him or her.

Show the director areas that concern you, and ask for input. Offer solutions to issues with the edit, and play back different versions of those solutions. The director will make decisions on how they want the project to develop, and provide you with a plan for moving forward.

Once you have selected the shots you wish to use to cover the action in a scene, seek to find the best transitions possible and hide your edits.

We discussed this in “Six Transition Points For Seamless Edits” – bookmark that page and use it as your guide to making your handiwork invisible as you move forward from rough cut to fine cut.

The audience should never notice an edit, but rather they should be cleverly hidden so the audience is fully absorbed in the story.

Tighten It Up

Trim the heads and tails of your shots so only the fresh, relevant material in the shot is included. Cut out all the stale parts of the shots that occur before and after the main action. This is called “starting late and ending early”.

As you move forward with this process, your movie should get tighter, play smoother, and emerge as a watchable, engaging story. Screen it for people who have never seen a cut and know nothing about the movie.

Watch them carefully. Where do they shift in their chairs? When do their eyes wander? What is the expression on their face? This will tell you where you still have issues with the project and what you need to address.

Fine-tuning is the name of the game at this stage. Find a way to make every sequence work to your satisfaction and (of course) the satisfaction of the director.

When you have arrived at the point where the cut cannot be improved (or you are at your deadline), then it is time to lock the picture and move to the next stage in post-production.

Summary

• Don’t be fooled by the technical requirements of the job. An editor must understand how to tell a story or they will forever be confined to twisting knobs for someone else

• The editor must see everything that has been shot, you never know what you can use for the project.

• The movie has been shot around a director’s plan for the final product. An editor must be able to see that plan in the footage and follow the path left for them by the director.

• Editors solve problems. There will be problems with the footage – both in beginner films and pro; there may be numerous issues. There are solutions, and the editor is obligated to find them.

NEXT>>>
THREE PITFALLS OF THE EDITOR

Three common pitfalls to which the editor can become

the victim and how to avoid them.

<<<PREVIOUS
POST-PRODUCTION ‘RULES OF THUMB’

Some perspectives on post-production, along with a few parameters around schedule and budget.


5. Three Pitfalls of the Editor

Beginning editors often make the same mistakes when putting together first time projects. Here are three common pitfalls to which the editor can fall victim, and how to avoid them.

Contributed By Glen Berry
Edited By Stavros C. Stavrides

Important Concepts

Leave Out the Unnecessary
Don’t Think too Much
Exit Late, Leave Early

Just because they shot it, doesn’t mean you have to use it.

When the the analog film world gave over to less costly digital technology, production teams had a tendency to shoot massive amounts of footage and deliver an enormous amount of coverage to the editor.

This may be advantageous in the sense that it gives the editor a lot of options. However, editors now need to develop a new strength they didn’t need in the age of film: selectivity.

With more footage, the editor must realize that many good shots cannot be used or are not necessary to tell a story. This is why the post-production team should be separate from the production team.

If a person was there for the creation of the shot during production, they often have some kind of emotional attachment to the footage. You need a decision-maker in the edit who cares little about how hard it was to capture a shot, or how long it took.

The only thing the editor should care about is telling the story. That may mean rejecting shots that may have the best lighting, performance or timing.

The inexperienced editor may try to include many extra shots that were created in production but have no place in the final. There’s no reason why that extra material cannot be included in the rough cut — the director will want to see it anyway. But the smart editor will eliminate all shots that do not advance the story by the time the project evolves into the rough cut.

Don’t Overthink

Many times, edits will contain certain shots that might make sense intellectually but don’t play well on playback. For example, an errant shot within the sequence that isn’t on screen long enough to make sense of it.

Upon careful review, it makes intellectual sense why the shot would be included if you can stop the movie and look at the shot in the timeline. The audience cannot do this. The audience will see the movie play from start to finish once at one continuous speed, and feel it.  


This article is drawn from the “Five Phases of Production” chapter in Cyber Film School’s
Multi-Touch Filmmaking Textbook


This is how you need to view the sequence, like an audience, even though you’ve seen the cut a dozen times. Rely more on gut sense than the brain.

This is an emotional medium. Analyze but do not overanalyze. Avoid being hyper-sensitized to logical problems in your edit that are not going to be noticeable to the audience.

Many “problems” that you are seeing cannot be detected unless you slow down the movie and repeatedly review it shot by shot for countless hours. This is the process that we go through but that is also why you should try to adhere to the editing rule of thumb: one hour per finished minute for the rough cut. That helps prevent you from spending so much time with the edit that you start to overthink it.


Be sure to read our support article
Continuity Editing: When Shots Don’t Match

Matching eyelines on continuity cut
Dealing with mismatching action, hair, or misplaced hands from shot to shot.

3. Exit Late, Leave Early

Another common error of the beginning editor is forgetting to trim their shots. When placing shots in the timeline to create a rough cut, it is advisable to place the full action with extra material at the head and tail. However, once you have determined your shot selection and order, you need to cut the heads and tails.

Try starting late on the action. Do not leave the shot on a door before it opens. Cut the shot as the door is in motion.

Don’t leave the shot after the actor has finished delivering their line.

Try cutting the shot before they have finished and bring the audio into the next shot to see the reaction of the other actor to the previous line.

These are some ways to create a flow to your movie. If you leave all the extra material in, the pace can drag and you’ll test the patience of your audience. There’s no easier way to make your movie dull and listless than to leave all those stale bits of pre-action and post-action in your piece.

You are not an editor yet if you don’t know how to tighten up your edit and make the footage propel the story along.


Be sure to read further application of “Exit Late, Start Early” at Screenwriting stage in out article:
Scene Design: Exit Late, Leave Early


Summary

• One of the harder parts of editing is choosing to leave things out. Just because you have the footage doesn’t mean you have to use it.

• Intuitive editing often leads to the best decisions. Agonizing over every possibility can destroy perspective.

• You can tighten the edit a great deal by trimming out less vital action at the head and tail of a shot to keep the story moving along. Hold on to your moments and cut the rest into a smart clip.

<< PREVIOUS
Editing The Narrative Short

Rough cut and fine cut assembly; creating the movie in post-production.