Friday, 5 March 2010
Film - Interpretation
Our script was called ‘Figure’; we have interpreted this quite sinisterly, and have decided that the film will have a lot of contrast, switching between very bright, light-hearted scenes to very dark and sinister scenes.
The film itself follows a young man called Stan who, like his father, believes true art is about intricate detail, detail that cannot be produced by modern day methods such as computers. We see this young man win an award for his accomplishments and get recognised for his talent. However, we soon learn that behind all that ability lies a much darker, sinister secret. Everything Stan produces is modelled off unwilling, live individuals, and once Stan has finished producing his models, the original is 'disposed' of.
The film flicks between Stan receiving the award, with frequent flashbacks to him initially modelling his award-winning figurines. We have also added an extra scene featuring Stan's dad, and Stan himself as a child, in which Stan witness' his father doing the exact same thing when he was younger. This scene is in place to give the audience a better idea of why exactly Stan does, what he does. Playing off the idea that children of an early age are easily influenced, especially by a fatherly figure, and will grow up to believe some things are acceptable, even when they're not.
The films continues to switch back and forth between real time (The award ceremony) and flashbacks of the past (Stan at work in his workshop, and from his childhood) until the end. We plan to make the film very dark, and eerie through use of lighting, clever camera shots and carefully chosen background music and sound effects.
I am thoroughly looking forward to working on this project.
Interpretation - Lighting
The scenes in which we see the main character receiving their award will have to be relatively bright and cheery to portray a light-hearted, yet exciting atmosphere, whilst at the same time still remaining quite dark lighting-wise. This is due to the fact that a typical awards ceremony will only have lighting cast on the stage while the rest of the venue remains in darkness. This is to create focus on the person currently on stage.
The scenes taking place in the workshop area will be a lot darker, mainly because the scenes themselves are of a darker nature. I will be trying to create enough light in these scenes to illuminate the key features whilst still giving the effect of a dark, damp and sinister looking workshop.
I have looked at a technique called 3 point lighting for use in the Award Ceremony scenes; this eradicates all shows on the subject and illuminates them from behind, making them the main focus of the shot. This technique relies on 3 lights positioned at fixed points around the subject. This method forms the basis for most lighting techniques.
Friday, 26 February 2010
Tuesday, 2 February 2010
Interactive Media - Research into existing ideas
Based on simplicity, the 'Who wants to be a Millionaire' layout is probably the easiest and basic idea. It's clear to see who the user is competing on the show, what the question is, and what the answer choices are.
Countdown is also very aesthetically pleasing, everything is in a very clear format and easy to read. However, the concept behind 'Countdown' is not what I am looking to do for my own game.
I like the concept behind 'The Weakest Link', and the layout of the screen, however I don't think like the fact the questions aren't display for the audience/user.
Monday, 25 January 2010
Research Seminar Task
What has my creativity been for in the past few years?
A lot of my ideas come from films and music videos. I like realism in my work, maybe not specific to the content, but the look and feel.
Who has it been for?
Mainly friends, I find it easier to motivate myself to work when it's for someone else's benefit than my own.
Why have I done it this way? Has this been my decision or someone else’s?
It's just the way I work; I have the same process with cooking. I can't find the enthusiasm to cook for myself; however it's much easier to cook for someone else.
What do I want the future of my creativity to be?
Currently, I have no idea - I'm hoping I discover this over the next couple of years. Or at least have a better idea.
In what specific way(s) can research help me get to these new places?
Research can help me to see what I truly enjoy, and what I deeply loathe. It can allow me to see what I'm getting into within a specific area before going any further into it.
Which research starting point do I feel most drawn to?
Exploratory - I like the fact it's open ended and ongoing, meaning I can research new things but leave it open to push the boundaries further.
Which do I feel wary of?
I don't feel wary of any of the research starting points.
Which seem irrelevant?
Descriptive - Not irrelevant, but felt like it was just a standard part of the research process, rather than a specific method. I feel this is done passively, so doesn't really exist as a research starting point.
Tuesday, 19 January 2010
Monday, 18 January 2010
Active Learning Task
Whether I was doing this course or not, I think it's safe to say, I'd be playing video games. I like to keep up to date with all new releases, not only because I rinse through them rather quickly, but it's interesting to see how different game developers vary in their styles. For example, currently; THQ = brilliant, Sega = failing.
Also, I have a PS3, whereas my housemate has a 360, which is interesting when comparing the difference in quality and performance. More specifically, the use of bluray discs.
When it comes to films, I'm a huge fan of most films made by Disney/Pixar, as well as following any films based on the Marvel and DC universe. As before, even if I wasn't doing this specific course, I would still be watching films; however now, I find myself paying more attention to camera techniques and the use of product placement.
As you can probably tell by looking at some of last year’s projects, and looking at my blog I enjoy experimenting with Photoshop. I used to produce small films through gamecams, though these were more walkthroughs than actual videos.