Planning

Planning for short film

Ideas and stimuli

I have decided to do a live action film rather than animation because of my audience. If I was targetting at a younger audience I would have used animation, this was picked up in my focus group as they mentioned that they used to watch animated cartoons and 'claymation' when they were younger, now they watch live action films on Youtube. In addition, stop-start animation takes longer to create than a live action film, so live action has more practical benefits. Moreover, one of my weaknesses is drawing, resulting in animation not being an option.

Initial brainstorm for live action film


















However, I have simplified this by looking at poetry as my stimulus to enable me to create a narrative base. This will be easier for me to keep to a narrative structure such as the original Greek narrative structure. This creates a basic narrative using 3 parts- exposition, climax and denoument. However, it can be argued that 'Rising action' is noted as a 4th part being placed between exposition and climax.

Annotation of ideas around poetry

From looking at poetry, I discovered the ones I chose had a theme of life stages, social documentary or stereotypes. I could look at subverting stereotypes.


 Idea 1
From both these two poems (Warning and Mrs Skinner, North Street) I devised an idea based around 'youth vs elderly'. My idea was that a teenage girl dresses up as an old lady, dramatic irony is presented as other characters see her as old but the viewer knows she is young.

The beginning of the film will show close ups of stereotypical props associated with old age such as a pet cat, slippers, dentures in a glass, newspaper etc. 

Then I will show the lady going on her usual walk to the shops. When crossing the road, a youth (stereotype of a punk) presses the pedestrian crossing button for her but the shot before conveys that he is going to steal her bag (suggesting the viewer's usual judgement but conveying otherwise).

Then as she passes some more youths on the corner, show then shouting abuse at her. This relates to her past experiences (flashbacks), of what they usually say when she is dressed as a teen. Hence, she dresses old to avoid the abuse. Also, conveys the viewers stereotypical judgement yet again. But the subsequent shot shows them quiet, minding their own business.

See the old woman enter the shop, then walk out. When walking out the punk helps her with her shopping. He says 'I bet you were a looker in your hey day'. Extreme close up shows her winking and saying 'I still am'. A full shot shows her transform into her typical teen self.

I would like the theme to be people 'Growing up too soon' or 'judgements of stereotypes'. This theme relates to my audience research as most of them enjoyed the film I showed them which includes judgement of stereotypes as the man automatically trusts the elder lady. Here, the viewers automatically distrust the youths because of their stereotypes. 



Idea 2

This idea is based on the poem called 'James'. I wish to stick to this narrative structure but use gender role reversal. Therefore, the girl is addicted to violent computer games and the boy is the object of desire.

This subverts stereotypes, however she is trapped in this room and her only 'freedom' is to be saved by a man. This conveys the patriarchal control of society, and therefore takes a feminist perspective.

I could also take the idea of desensitisation of computer games and have the computer game become her identity and takes over her life. It could also cause her nightmares, conveying women as being irrational and emotional.



Planning timetable for filming

Session 1: Storyboards- presentations and drawings (2 and 1/2 hours approx) (spent 3 hrs and 1/2)
Session 2: Character profiles (1 hr and 1/2) (spent 2 hours)
Session 3: Shot list and Script (1hr) (spent 1 hr and 1/2)
Session 4: Final idea pictures of locations and evaluations (1 hr) (spent 1 hr and 1/2 )
Session 5: Actor profiles, pros and cons (2 hrs) (spent 2hrs)
Session 6: Misc en scene design (set, props, costumes and make-up)(2 and 1/2 hrs) (2 hrs and 3/4)
Session 7: Sound (1hr and 1/2) (1hr and half)
(All in half-term week)
Sound (cont) - Recording online mode and sound effects (after school mid week) (1/2 an hour) (recorded on location- 15 mins)
Recording start up music to other game (weekend after 1/2 term) (10 mins) (took 10 mins)

Session 8: Filming (2 hrs) (at following weekend after 1/2 term) (took 3 hours)
Session 9: Editing (4-5 hours) (in school lessons) (took 8 hrs, technical problems outlined further on)
Session 10: Planning for second filming session (3 hours) (took 4 hours)
Session 11: Second filming session (2hrs) (took 2 hours)
Session 12: Editing second session (3 hrs) (took 5 hours)

Storyboards

Idea 1


















Idea 2
http://prezi.com/7fbxnf0-v4fh/storyboard-for-my-short-film/




From looking at both these ideas and shot sequencing, I have chosen Idea 2 because it will have practical benefits to filming. For example; in Idea 1 it is weather dependent and dialogue might not be heard due to wind and dubbing would be obvious. Furthermore, Idea 1 needs more actors and costumes. In addition, Idea 1's storyboard seems too short to become a 5 minute long film. According to my audience demographics, as my film should be unisex with possible male bias, I believe that Idea 2 would relate more to men because of the subject matter being video games, but also women can empathise with the 'first love' scenario. Furthermore, one respondent mentioned that emotional/psychological issues in films are usually overcome by comedy. The viewer could see this film being amusing by the sight of a young girl playing video games, but predominantly the issue is overcome by romance which is also a prominent solution in films.

Character profiles





 Shot list

Using a shot list makes filming more efficient as you can use it as a check list whilst filming. It also makes sure you stick to the correct shots and do not improvise along the way, it is planned well and does not take up the actors time.


  • Extreme close up of ear showing headphones (3-4 seconds)
  • Close up of controller in hand (3-4 seconds)
  • Extreme close up of eyes showing flashing images (4-6 seconds)
  • Zoom out of last shot into mid shot of girl playing video game (6 seconds)
  • Shot reverse shot from girl to screen x3. Each time zooming into her face. (6-10 seconds)
  • Final shot of girl shows her red eyes (4-5 seconds)
  • 360 degree track around girl, at a slight high angle, change lighting light->dark (post production) (10-12 seconds)
  • Close up of controller loose in girl's hand (3-4 seconds)
  • Zoom out to full shot of her sleeping on bed. (5-6 seconds)
  • Zoom out further, parent enters (3-4 seconds)
  • POV shot of two shot of parents (15-20 seconds)
  • Extreme close up of psychiatrist turning console off. (3 seconds)
  • Mid shot of girl crossing arms (4-5 seconds)
  • Close up of older girl putting different disc into console (3-4 seconds)
  • Close up of older girl's eyes (3-4 seconds)
  • Shot reverse shot of screen which shows light reflecting from window. (4-6 seconds)
  • Track behind her walking towards window. (6-10 seconds)
  • POV aerial through window shows boy on street skating round corner (4-6 seconds) 
  • Close up of half her face, her taking one side of earphone off. (3-5 seconds)
  • Ground level shot of boy skating down her road and stopping. (5 seconds)
  • Over the shoulder of boy trying to find signal and tilt to show him catching her eye in window. (6 seconds)
  • Split screen and freeze frame of both their eyes (6-7 seconds)
  • Extreme close up of her mouth smiling. (4-5 seconds)
  • Aerial shot through window showing him waving. (4-5 seconds)
  • POV of window, mid shot of her opening curtains. The next day.(5-6 seconds)
  • POV aerial boy start to beckon her down. (3-4 seconds)
  • Eye level long shot him beckoning her down. (5 seconds)
  • Pan up front door, long shot. (5-6 seconds)
  • Close up her turning door knob. (4-5 seconds)
  • Long shot him stood outside door with skateboard. (5 seconds)
  • Sideways view long shot her running towards him. (6-8 seconds)
  • Mid shot her miming playing video game. (5-6 seconds)
  • Close up him pulling hand away and shaking it. (5 seconds)
  • Mid shot him introducing himself. (6-8 seconds)
  • Establishing shot of TV 1, 'Do you wish to continue?' (3-5 seconds)
  • Close up of her finger turning TV off. (3 seconds)
  • Establishing shot of TV 2, black. (2-3 seconds)
  • Aerial shot out of 2nd window backs of couple holding hands. (6-8 seconds)
Approx duration: 4 mins (might have more material once filmed and this excludes credits)

Refined shot list for filming
I realised that the shot list before, although chronological, would be beneficial when editing not necessarily filming such as constantly changing location and shot type.
  • POV shot of screen with game play (also getting sound effects, and other users abuse through headphones)- (30 seconds)
  • Screen which shows light reflecting from window. (4-6 seconds)
  • Extreme close up of ear showing headphones (3-4 seconds)
  • Close up of controller in hand (3-4 seconds)
  • Extreme close up of eyes showing flashing images (4-6 seconds)
  • Zoom out of last shot into mid shot of girl playing video game (6 seconds)
  • Mid shot of girl crossing arms and legs (4-5 seconds)
  • Mid shot- extreme close up of girl zooming into eyes (6-10 seconds)
  • Final shot of girl shows her red eyes (4-5 seconds)

  • Close up of controller loose in girl's hand (3-4 seconds)
  • Zoom out to full shot of her sleeping on bed. (5-6 seconds)
  • Zoom out further, parent enters, comforts and takes away controller (3-4 seconds)
  • POV shot of two shot of parents (15-20 seconds)
  • Over the shoulder of mother (10 seconds)

  • 360 degree track around girl, at a slight high angle, change lighting light->dark (post production) (10-12 seconds)

  • Extreme close up of psychiatrist turning console off. (3 seconds)

  • Close up of older girl putting different disc into console (3-4 seconds)
  • Extreme Close up of her finger turning TV off. (3 seconds)
  • Extreme Close up of older girl's eyes (3-4 seconds)
  • Close up of face=annoyed at light on screen (5 seconds)
  • Track behind her walking towards window. (6-10 seconds)
  • Close up of half her face, her taking one side of earphone off. (3-5 seconds)
  • Extreme close up of her mouth smiling. (4-5 seconds)
  • Split screen and freeze frame of both their eyes (6-7 seconds)

  • POV aerial through window shows boy on street skating round corner (4-6 seconds)
  • Aerial shot through window showing him waving. (4-5 seconds)
  • POV aerial boy start to beckon her down. (3-4 seconds)

  • Ground level shot of boy skating down her road and stopping. (5 seconds)
  • Over the shoulder of boy trying to find signal and tilt to show him catching her eye in window. (6 seconds)
  • Eye level long shot him beckoning her down. (5 seconds)
  • Long shot him stood outside door with skateboard. (5 seconds)

  • Pan up front door, long shot. (5-6 seconds)
  • Close up her turning door knob. (4-5 seconds)
  • Sideways view long shot her running towards him. (6-8 seconds)
  • Mid shot her miming playing video game. (5-6 seconds)
  • Close up him pulling hand away and shaking it. (5 seconds)
  • Mid shot him introducing himself. (6-8 seconds)
  • Aerial shot out of 2nd window backs of couple holding hands. (6-8 seconds)

  • POV of window, mid shot of her opening curtains. (5-6 seconds)

  • Establishing shot of TV 1, 'Do you wish to continue?' (3-5 seconds)
  • Establishing shot of TV 2, black. (2-3 seconds)
Using this shot list, it will be even more efficient for filming.


Script

The film does not have much dialogue in it, however, the actors need to know stage/screen directions of when they enter and how they react to actions.

A young girl is sat on a chair in the middle of the room playing a video game.
Young girl: (Playing intently on video game, eyes focussed, frantically presses buttons) DIE, DIE,DIE! You stupid people who would want you on a team, your rubbish! You can't even hold a gun properly, haaa. Pow, pow, pow! Yes got more ammo, na na naa na!

(tired and weary, presses buttons slowly)I need back-up dudes.

She moves onto the bed and plays more, but even slower.
She falls asleep and starts to have nightmares.

Young girl: (rolls around and flinches) Ahhhhhh!!! No don't shoot me. Mummmy, help....

(Mother enters and takes controller away from daughter, young girl is automatically silenced)

The next day, Her parents enter her room wanting to talk to her.

Mother: Last night was the most scariest thing I ever heard, you must not play these games, it will make you poorly.

Father: (angrily) Are you listening to your Mother?

Mother: She's getting worse and worse everyday.

Father: Well then she will need to see a psychiatrist at once, its her only option.

(Female psychiatrist enters and turns off the console, the young girl sits cross legged and scowls at her.)

Psychiatrist: You've got to get out of this room and see some daylight, it's bad for your health.

8 years later

Older girl: (puts disc into console and shows excitement in her eyes, then becomes annoyed at light shinning through onto screen, walks to window to shut curtains but notices boy, takes one side of earphone of her ear)

Boy: (skates down her road and then stops to look at his phone which has lost signal. Lifts phone up to gain more signal and notices her at window. Both Older Girl and Boy's eyes meet.)

Older girl: (smiles)

Boy: (Waves 'hello' to her)

The day after the encounter, older girl opens her curtains and sees him down her road yet again.

Boy: (Beckons her to come outside)

Older girl: (Opens door tentatively and sees him stood outside her house, she runs towards him, stops too close to him and steps one step backwards. She then mimes playing on a controller)

Boy: (Takes her hand away and shakes it.)Nice to meet you, I'm Reece.

A few minutes later

Older girl: (Turns TV off then runs back down the stairs and walks hand in hand with him down the road).

I have amended the script, particularly the dialogue, so that it fits in with the shots I want to create when filming.

 


Locations for filming
 
Bedroom 1

I like this room because of the choice of windows which I could shoot out of (one behind the bed and to the right). Also which windows can produce light onto the computer screen. In addition, the double bed present makes the room feel like a box, which is what I wanted to convey- how this young girl is trapped in a tiny room, both the room and her being a vessel for the flashing lights of violence. In addition, the magnolia paint on the walls conveys a good blank canvas, suggesting both innocence and also desensitisation the young girl goes through.

However, it does look like a male teenager's bedroom. This can be easily rectified by changing the bed covers and pillow cases to convey childhood innocence and also femininity. In addition, a young girl of that age is less likely to have a double bed unless she sleeps in her parents' bed.

This image to the right shows the computer and chair in bedroom 1. This also conveys the cramped space I wanted to seek. Even though this TV is used as a computer, it stays true to the poem as the boy is addicted to computer games rather than console. This room has a Xbox 360 for their console which is attached to the computer/TV. The owner has quite a few violent video games. Another  benefit is that the lamp can be used as artificial lighting for my production, to convey it being a dimly lit room which enhances the danger and fear.

Nevertheless, the chair could be seen as both a benefit and a hindrance. When doing the 360 degree track it will be quite hard to fit around the chair. Although, I can choose whether to place her on the chair or on the bed when playing the video games.

From my audience research, they would relate to this room because they have either lived or still live in a room like this because they are a male teen/young adult. Also, the females in my focus group would relate because they have a male sibling who's room is similar and they stay in there all the time playing video games or have a room similar.

 This is the view from the right window out to the road. I like this aerial view because you could easily spot people. However, it might be difficult to film the boy on his skateboard from the same side of the road as the house, he might have to be positioned on the other side.

 

 Bedroom 2

I like this room because it could be considered unisex if the duvet cover was removed. This bedroom would relate to all my audience because it is reletively gender neutral.
Again the magnolia paint is also present like before. In addition, the burgandy suggests the young girl's personality being fiery and unpredictable. The clutter of wires also convey her psychology and personality.

On the other hand, this room is quite open which does not embellish upon the desensitisation and exposure I would like to convey in my film. However, being an open space makes it easier for camera movements. In addition, quite bright which decreases the anxiety and unfamiliarity.


 This is the TV from bedroom 2. The wide screen represents the overwhelming violence the girl is exposed to. Furthermore, the shock of the viewers that she is a girl and she loves video games, they then see a 'wider picture' and forget individual stereotypes. Additionally, this room has a PS3 and a PS2.
 This is the view from this bedroom. Although you can see the road, the boy might not be able to see into the window because of the angle and the height of this bedroom. Therefore, ruins the fundamental part to the storyline.
 Bedroom 3

This bedroom had neutral colours for the walls which also convey, like the others, the blank canvas vibe. Here is also that burgandy and red theme, suggesting not only her fiery personality but also violence and blood. This room is a little more feminine but needs to look more child-like for the scenes with the younger girl. Again, this could be amended with the use of duvet covers and more cuddly toys. On the other hand, like Bedroom 2, this room is quite open and bright which portrays happiness rather than the misery of confinement.  
 
This is the TV for this bedroom which is quite small compared to the others. In addition, the only consoles present are DreamCast and a Wii. Wii's are marketed at a younger audience, like the little girl and I want to show the the subverted stereotypes rather than conforming. However, the Wii is making video games become more gender neutral, therefore relating to my target audience. On the other hand, the owner of this bedroom does not have any current violent video games only few for the DreamCast which have pixelated graphics, therefore not lifelike.

Moreover, this room does not have a view that looks out to the road, which is intregral to the film's narrative.

I have picked Bedroom 1 because it conforms to what I am looking for; a small bedroom with the latest video game hardware (Xbox 360) with violent video games. It also is quite a dark room which makes the atmosphere unnerving and the audience are fearful for the young girl, it also produces this oppressive and claustrophobic vibe. It also has the best view for filming out of the window which is needed for the narrative. In addition, my target audience will relate to it more being gender neutral with slight male bias, as they have experienced living in or nearby a room similar in their life so far.

Actor profiles










 













From this short list, I have chosen my actors for my production.

The 'Young Girl' part will be played by Charlotte. This was because she seemed most like the character and would adapt well. As well, she has more experience and seems more confident than Amber. In addition, she is older than Amber so theoretically will be more mature in representing this role.

The 'Older Girl' part will be played by Emily as she is interested in the psychology side to the film as well as acting, which will benefit my production. Another positive is that she looks quite similar to Charlotte so the age transformation will look realistic. She mentioned that she enjoyed reading the script and liked the concept of the narrative. In addition she has some experience in acting, although not as much as Alice.

'Reece' will be played by Jordan. Although Cameron does acting in his spare time, outside of school, Jordan has more acting experience in general.  

Discussions with actors (organisation)




 


 




  


Misc en scene design

Set design


To make the bedroom look more feminine, I will be changing the bed covers and pillow cases to suggest not only femininity but childhood innocence. However, I have not got a duvet cover that is double bed size so I will cover over half of the double bed with the light pink single cover. The pastel blue of the double bed represents the subversion of stereotypes but also pastel colours are quite feminine too. The light pink duvet cover suggests innocence and that she is easily influenced, relating to the video games. I have chosen to use a 'Winnie the Pooh' pillow cover to portray that childhood nature, and embellish her age, immaturity and vulnerability. 

When she is older, I will change this pillow to a cover with a pink and purple squared pattern. This shows maturity but also that she is trapped in a box, these squares encapsulating her. It also represents the patriarchal society as it is oppressing her, furthermore as men are rational and logical which is connoted in the squares.

In addition to this, I will add cuddly toys to make her room look child like as well as crowded and oppressive. However, these will be taken away when she is older, foreshadowing her release of the room and entrance into the 'real world'.

Props




















I will need to use a console and a controller for this film as it is imperative. The location I chose has a Xbox 360 which has a bulky controller. This conveys the intensity of violence and the heavy impact the games have on the girl's brain. Furthermore, it would be easier to film as movements can be spotted even when zooming out. In addition, it is white which connotes the desensitisation and dehumanisation the games cause.

I also need headphones which look like headsets that can connect online and the young girl can hear abuse as well as shout out to all the players from different countries. This also shows desensitisation as the visual look of headphones is quite similar to the hyperdermic needle theory- the user being brainwashed and therefore influenced by a medium.


I have chosen a pink skateboard for Reece. This is to subvert the connotations of gender based colours. The bright colours convey him as being eccentric but also knowing the vibrance of the world that she does not. Moreover, connoting that he is proud of his heterosexuality, that he is confident to be seen with the colour 'pink'. This will inspire my target audience to wear more pink as Reece becomes a role model for the male audience. The colour could also attract females. However, because of it's colour and it is shorter than an average skateboard, it could convey that he has stolen it, suggesting that he is a 'bad boy' and not to be trusted, therefore taking advantage of the girl.








Lighting

The lighting will be naturalistic to an extent. The shots outside will be, however, the ones inside will be partially artificial by using two table lamps that the location has. This will give some light to show a dimly lit room. Also, I will use some naturalistic light indoors from the window, this will show the transition from day to night which will be emphasised by special effects postproduction. Also, the shot where the older girl is annoyed at light from the window reflecting onto the TV will also be from naturalistic lighting, I could again emphasise this by special effects.

Costumes

The costumes I have designed here are naturalistic to a certain extent. These are clothes you would expect these characters to wear according to their role but also quite realistic, for example they are dressed in predominantly casual wear due to situation. Although, I have designed the colours to signify certain connotations.

Young Girl

I have decided to dress the young girl in a light pink dress. This is because I wanted to embellish upon the theme of innocence and purity as well as her being easily influence. I have not given her shoes and socks because this suggests that she is carefree and is explorative. Although this costume as a whole conforms to stereotypes of a young girl, it subverts it because the viewer would not expect a girl dressed like that to be playing violent video games. As a result, it provides a juxtaposition of tainted and untainted, angry and calm, brutality and caring... etc.




 
Older Girl



I have put the older girl in two costumes, to make it more realistic of days changing. I wanted the girl to look slightly feminine but with a 'punk' or 'dark' twist this conveys her being more introvert and trapped. Especially the checkered skirt which connotes being behind bars, similarly to prison but also in a psychiatric hospital where they bar the windows for safety reasons. Moreover, the skirt conveys that she is an object of desire, a stereotype for women.
Furthermore, the punk element portrays the desensitisation of the video games- not caring about people. However, this could also reflect a teenage phase of rebellion and angst.


Mother

I have designed the mother figure's costume. This has taken on a neutral theme because she is the foundation for life. Also, being understated and 'in the background', suggesting her life being in the private domain rather than public (the man). Moreover, her clothes suggest that she is caring and comforts people. This conveys a stereotype of mothers, however, the high heels convey a sense of status. Although, high heels imply that she is unbalanced and irrational.  

Father
I have put the Father in a pinstripe suit. This conveys him as being rational and logical because the stripes are straight and he is wearing black and white (suggesting facts). In addition, the suit suggests that he is of a high ranking status in his job. It suggests that he makes an effort and is always smart and presentable. Although this portrays a stereotype of men.
Psychiatrist
 
 I designed the psychiatrists outfit in all black because she deals with clients with 'dark' issues and problems. In addition, the bronze buttons on the jacket suggest that she is approachable and calming. Her glittery black shoes suggest the electric messages passed through neurons in the brain, connoting the science of psychology. Although, the film will not present the whole of the psychiatrist, I thought I'ld design her costume just in case I decide to show her when filming.   
 

Reece
 
This is my design for Reece's outfit. I have put him in a green hoodie which suggests safety but also the 'back' button on PS3, connoting her to retreat from the game. Although, there is a green glow around the Xbox 360 power button, this shows that it is running and the green button on the controller means to continue. This conveys that turn the Xbox off and pursue a new path of reality. That green light will be on in her heart rather than on the console.
 
I have also put him in denim jeans which connote teen fashion as well as normality and reality as they are everyday casual wear. Additionally, I have added a red studded belt and black converses to suggest slight teenage angst.

Make up

Young Girl

I need to make it look like her eyes are red from staring at the screen excessively. To do this, I will use red eyeliner, hot pink eyeshadow and black eye shadow for shading.









Older Girl


For the older girl, I want to make her look more mature. By doing this, I will use black eyeliner and black mascara. This conveys simplicity but also how she tries to impress the opposite sex. Furthermore, she will wear pink lipgloss to portray that she could be an object of desire too.  







Psychiatrist

For the Psychiatrist's nails, I am going to use a pastel teal colour. This is because it connotes the colours of doctor's clothing, therefore portrays her cleaning the bad issues off people- solving their problems. The colour looks very clinical but also convey safety and help.








Sound

Call Of Duty soundtrack

The Hornet's nest by Hans Zimmer
 
I like this score because of the use of drums, it seems like this part of the game is climatic, maybe the last level. The drums also adds a gritty beat to it. It also suggests that the characters are in an Arabian country with the use of violins. The score also reminds me of the Lara Croft games which connects with the stimulus for this film. However, I might want to use a different score because this conveys the end of the game rather than the middle. Although, this will be used for when the young girl is in multiplayer mode, which provides a sense of urgency and determination to fight against the others.
 
 
 
 
Off their own accord- Helicopter ride by Hans Zimmer



This score conveys a scene which maybe dark and dangerous. Also, it begins with a low note which is punchy, suggesting the violence. Although, this score seems like it should be in a narrative scene rather than in gameplay. In addition, I cannot see this being in multiplayer mode. 





Cliffhanger- snowmobile escape by Hans Zimmer


I like this score because it is 'punchy' at the start like the previous one but it has the climatic element of the first. It also sounds dark and dangerous and has a sense of urgency, this is conveyed through the
orchestral instruments. I could see this being in a multiplayer mode.




I preferred Cliffhanger-Snowmobile escape because of the rhythm, pace and tempo also the orchestral instruments used creates a grim ambience. Furthermore, it creates an element of competition with the intense tempo which could be added to a multiplayer mode that the young girl is playing. I did like the other two scores but they would not collaborate as well as Cliffhanger when showing a multiplayer mode.

Even if I do not use COD MW2 as the violent video game, the score will still go with any war type game because of the similar themes.


Acoustic/ love song

I have chosen to use an alternative genre of music because then the song is not associated with an existing film or TV series as well as being in the mainstream charts. As well as this, it could be the first time the viewer hears this song, then they remember my film if they hear the song again. I tried to pick songs that have relevance to the storyline as well as being a love song and having the right tune for the atmosphere I want to create.

Framing Hanley- Weight of the World
The message behind it is how the 'man' wants to take care of his girlfriend through thick and thin and takes on all her troubles. This is similar to the storyline as Reece is taking away all of the girl's troubles and makes her happy. This song is also reletively slow paced apart from the chorus which is quite rocky, can be argued too rocky for a love song.

On the other hand, this song goes straight into singing, I would have rather a song which has an instrumental bridge before going into the singing.
 
 
Mumford and Sons - After the Storm
 
The message behind this song is quite post-apocalyptic as this couple sees their land being destroyed by the storm and this changes their perception on life. The lyrics relate to my film because it has a optimistic view on 'new life'; Reece being the symbol of optimism and her new life out of her room. Also, the storm can represent her life so far, trapped inside a room with virtual death and destruction destroying her.


This song has an acoustic instrumental beginning that I wanted to find. However, the singer's voice has a low tone which could suggest death rather than optimism. Although, it is quite quiet and calming to start with. This can be said for the pace of the song too.


Green Day- Last Night on Earth

The meaning behind this song could be either a long distance relationship or a man declaring his love for someone. This relates to my film because Reece suggests his love and admiration for the girl.
 
This song is relatively slow paced which is what I wanted to find when looking for the right love song. In addition, it has an instrumental bridge at the start. The singer's gruff voice portrays the imperfect personality of the young girl but also the intrusion of Reece which changes her perception of the world.
 
 
I have chosen Mumford and Sons' After the Storm because of the acoustic vibe and the lyrics tell a narrative that can be connected to my film. Additionally, this song is mood provoking and could influence the viewer to tears. Moreover, both Green Day and Framing Hanley are more rocky and hard to dissolve into the background because of the singer's distinctive voices, Mumford's lead singer's voice can be, although it is a low tone. In addition, Mumford and Sons have a  predominant unisex, young adult fan base so my audience would relate to the song moreso than the others, Green Day having a predominant male fan base and Framing Hanley; majority female.
 
Filming evaluation

First of all, I did not give enough time for the actors in the first section of the film with the young girl. As I asked them to come to the location shot at half 10 in the morning and then for the second group to come round about half 11 it did not give me lee way for more shots. This made me more stressed, especially when one of my actors was meeting me elsewhere and they got there half an hour early which I did not find out until later as I was busy filming the first group. Luckily enough she forgave me. The second lot of actors had to wait 5 minutes for me to finish with the first section.

To make matters worse, when shooting outside, I forgot to take my shot list with me, meaning I had to remember or go in and out the house which was the reason why I made the efficient shot list so that the actor did not have to be stood outside for too long. Although afterwards I was fretting whether this rookie mistake would cause endless amounts of continuity errors but it did not when finishing the editing.

Editing evaluation

Editing usually takes up most amount of time for video projects, which I allowed in my time management, however it took nearly double because of technical problems along the way. First of all, the software I used was serif movie plus and the mp4 files worked then one session I went into the project and clips were missing or deemed 'corrupt' by the software. Nevertheless, it worked on my teacher's computer. So I edited the rest of my film on there, although, they had an updated version of movie plus which the file type would not work on either the school or my laptop. So, I had to do all my editing at school on that computer. On the other hand, their computer was a lot faster so I edited the rest in two hours. Then I looked back on the edited first half and all of the sound clips had increased pace and therefore pitch. Although this was comical, it was irritating that I had to redo that section again which put me back another hour in my time management.

Once all was edited, I found that I did not have enough footage to be a 5 minute film, I only had 3 minutes combined. I think I came out with 3 minutes as I predicted the clips to be up to 8 seconds long which in edit, is too long, shots are usually 3 seconds. So, I have to film more footage either cutaways or another scene.





Extra filming shot lists

http://prezi.com/f3ac2cxlvdsl/extra-filming-shots/



Decided scenes and shot list in order of filming
























Second filming evaluation

The second session filming went smoother than last time. This was because I felt less stressed and felt comfortable directing the actresses. As a result, filming did not take as long.  I chose to add the psychiatrist scene so I needed to dress her in a doctors coat which was opposite to what I designed for the character. Although, dressing her in a lab coat rather than the black outfit was more realistic than going for a symbolic design.
When I filmed the central protagonist, I noticed there were a few continuity errors as I had forgotten what the actress wore in certain shots. This posed a threat to the editing later on. However, after filming I realised I forgot to record the voice over. To resolve this, I filmed her another time reading the monologue.

Second editing evaluation

The second editing session again took less time. I split up the editing for the separate scenes which did not overload the editing software. The challenge of the continuity errors mentioned previously were tackled by shot reverse shots of the video game to suggest that time has passed by. Oppositely, I was quite pleased with the continuity editing in the stairs scene. Although, there were things that were challenging such as interweaving the voice over with the actions on screen. To overcome this, I cut out some of the voice over monologue. After editing, the duration time was resolved, but it was 40 seconds more than the approximated time given.







Final edit

 






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