Masthead

Shadows is a scifi/supernatural thriller television series produced by Growling Dog Productions for Boston University's butv10.

Created in 1995 by Pilar Flynn and David Kalbeitzer, the show has produced over 50 half-hour episodes. This blog supports the Shadows Wiki in documenting the series.

Watch Shadows online

If you have memories of working on Shadows that you would like to share, please email shadowswiki@gmail.com



Monday, November 26, 2012

Interview - Dave Gilbert, Shadows Editor 1995-98

The Shadows History Blog is very pleased to have an interview with Dave Gilbert, the chief editor on Shadows during its formidable years, 1995-98. He graduated from the COM television and broadcasting program in 1998, and is a video game designer based in New York.

Shadows History Blog: How did you get involved in Shadows?

Dave Gilbert: This is going back - gosh, 17 years? - so I'm not sure I remember it exactly, but I was a sophomore at the time. I was interested in learning more about video editing, but COM's requirements left me unable to take any technical classes right away. I read somewhere that a sci-fi show was being edited on a certain day at a certain time. so I just sort of wandered in and asked if I could watch and/or help out. The next thing I know, I was made chief editor for the show.

SHB: How many episodes did you work on?

DG: The show averaged around 2 episodes a semester, and I was involved for about three years, so I'm guessing I worked on around 12 episodes altogether.
SHB: What was it like editing on videotape?
DG: UGH - this question makes me feel old. :) I enjoyed it. I have great memories of spending hours in those editing rooms in front of two big 3 1/4 inch decks, with the editing machine in the center. There was the "master" deck and the "raw" deck, with various dials and buttons that controlled both. I would flick the dial just slightly to move the footage frame by frame, I'd set the in and out points, and then hit "preview" and watch while the decks squealed and rewound themselves to the specified places.  Once I was satisfied with the edit, I'd hit "perform" and it would transfer itself to the master tape. That was always a nerve-wrecking experience. Once you hit that "perform" button, it was set in stone. Woe befall you if you realize you made a mistake several edits back. You would have to go back and redo lots of work.  So not the case these days. All that stuff is done by computers now - heck, I bought a piece of software a few months ago for $80 that does everything that those machines did and more - but I do miss those big, clunky machines. It might be nostalgia talking, but I think they gave me more direct control.

SHB: How was the production team structured? For example, were there producers and directors responsible for specific episodes or was the work grouped together?

DG: It was a university show, so there was lots of turnaround. Whoever was director or producer at the time directed or produced all the shows. It wasn't done episode by episode. Each semester there were different writers, and usually a different cast (as people tend to graduate, or take a semester abroad, or whatever), so it had to be pretty flexible. I don't remember the details.

SHB: What were some of the problems you encountered working on the show?

DG: There were no problems, exactly, but the biggest issue was that nobody was WATCHING it! We'd write them, cast them, tape them, and then edit them, but they were never broadcast. Not while I was there, anyway. It was a definite shame, since everyone put so much work into it and it was a bit discouraging. Nowadays, streaming indie TV shows over the web is an everyday occurrence, but that didn't exist back in the dark ages of 1996. I wish it did!

SHB: Were there any moments you were particularly proud of?

DG: I remember a minor character's voice sounding really muffled and impossible to hear in one scene. I wanted to get it redubbed, but the actor had graduated and was no longer around. So I just redubbed all of his lines with my voice! Fortunately the character was only in a few scenes and didn't have many lines. But even still, nobody noticed! Or were just too polite to say.

SHB: How did working on the show impact you?

DG: For me, it was my first ever experience of working with a team to create something. We had deadlines, and we had to hit them. It might have been a bit ramshackle, it might not have even been totally professional, and maybe the end results weren't as nice as we would have hoped, but we all took it seriously and got it done. It's a lesson that still applies to my work today. I'm very aware of the clock ticking on a project, and the need to be creative and make the occasional compromise in order to get it finished.

SHB: What do you do now, and what are you working on next?

DG: For the last 7 years, my wife and I have been running an indie video game development studio here in New York. We focus on old-school adventure games (King's Quest, and the like) and we sell them off our website. Our current project is called Primordia, and will be out in early December.


Thanks to Dave for being interviewed for our project!

Shadows alums, we want to hear from YOU as well. You can contact us at shadowswiki at gmail dot com.