Story of Film – Episode 2 – The Hollywood Dream

1960s Advertising – Film & TV Advertising – Singer 700 (Italy)” by ChowKaiDeng is marked with CC BY-NC 2.0.

1918-1928: The Triumph of American Film…

  • …And the First of its Rebels

Production Project – Team 5 – Session 4

Candy Swap!” by clevercupcakes is marked with CC BY-NC-ND 2.0.

SUMMARY

Role: Editor

Intention (SMART Goal):

By March 2nd, as part of team 4, I will learn how to use color to affect the way the audience feel with film language with The Visual Story by Bruce Block by the end of post production, Session 4.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

William Goldberg

William Goldberg is a well known film editor that is known for his works in Argo (2012), Zero Dark Thirty (2012), Miami Vice (2006), etc.

Training Source(s)

Color
Colors in a shot can bring a shot to life. Very vibrant and bright colors can bring a happy look and a bland color palate can make the audience feel the opposite way.

In a movie like Sin City, the colors are all drained to a black and white look. Very few shots have any color. This makes the movie feel gritty and old.

Some movies use camera lens filters on set to make a certain color pop or tint. This is helpful so the director can choose the way they want the film to look with out needed to hassle in post.

Time of day and location of the shot can also affect the color and light on set. This can either mess up the shot or make it better.

“How to Record ADR Dialogue l Filmmaking Tips” by Shutterstock Tutorials

https://www.goodreads.com/book/show/1732359.The_Visual_Story

“The Visual Story” by Bruce Block

Project Timeline

1st week: Spent brainstorming new ideas for the film. This included finding rhythm in our film and making new shot list. We wanted to improve our film from the feedback we got on the previous film. I wanted to us more control of color and incorporate this into the film to make the audience feel a certain way through out. The 1st week went pretty slow because or team got constant absences. This haltered the process. At the end of the week we started to get stuff done again.

2nd week: Our team needed to film and get our work done this week. So we quickly made a new story board and did blocking sheets. We did test recording on Wensday. We recorded ADR and filmed everything on Thursday.

Proposed Budget

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

https://drive.google.com/file/d/1SmN_aZQodl6wBGaxAPYWlpQp-aOalsac/view?usp=sharing

Skills Commentary

https://docs.google.com/presentation/d/12fKUl7GML6TFB3KNvqrXo0K7izKAZddQ9LCwNLP8N20/edit?usp=sharing

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

An example of when I used problem solving and creativity is when I helped with some other peoples roles. They needed to get some things done for the team when they were not here. So I did a bit of the stuff for them. Our team also didn’t have a sound designer so when we finished filming I quickly got voice overs and room tone.

Ways of Working (Communication & Collaboration)

During the first week our team was not the best when it came to communication because of the absences. Once the 2nd week came though, we started to communicate a lot better.

Tools for Working (Info & Media Literacy)

Some tools we had available to use were the cameras, lights, the computers (for videos and schoology), “The Visual Story” book, etc.

Ways of Living in the World (Life & Career)

I’ve learned a few tricks that I probably never have seen in Premiere Pro. This session has given me experience with Premiere Pro and other aspects of film pre-production and production I have not experienced yet.

Reactions to the Final Version

The overall response was good to our film. The professionals said some good things and also some good feedback. James Clark said that our film needed to be a bit more consistent and to not repeat itself with jokes. Eric Belgau said that our film was an odd mix of genres that kind of worked. He also said that the film needed better pacing.

Self-Evaluation of Final Version

I felt like that our team could have done a lot better on the film. I think we should have changed our script around and added more rhythm to the film.

What I Learned and Problems I Solved

I learned a lot about Premiere Pro and how I can use it more effectively in the future.

Grammar and Spelling

Editor

Orion

Visual Story Structure Research TEMPLATE

Seven Visual Story Components

CueNotes
 Space
Using depth and distance in shots
 Line and Shape
 Tone
 Color
Colors in a shot can bring a shot to life. Very vibrant and bright colors can bring a happy look and a bland color palate can make the audience feel the opposite way.

In a movie like Sin City, the colors are all drained to a black and white look. Very few shots have any color. This makes the movie feel gritty and old.

Some movies use camera lens filters on set to make a certain color pop or tint. This is helpful so the director can choose the way they want the film to look with out needed to hassle in post.

Time of day and location of the shot can also affect the color and light on set. This can either mess up the shot or make it better.
 Movement
 Rhythm
  

Summary

Resources

Production Project – Session 3 Team 5

“Chocolate” by John Loo is licensed under CC BY-NC-SA 2.0

SUMMARY

Role: Sound Design

I my team with the mostly the sound production/ recording, and a bit of editing and directing. I went into this project hoping to make a good film based off the original prompt/ script.

Intention (SMART Goal)

By January 28th as the sound designer I would like to understand how to make better sound effects and how the music can make a scene a lot better. I will use youtube to help understand how to make music and how to use garageband.

To record 3 sources of audio and roomtone.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

First Leader – Gary Rydstorm: xhttps://www.imdb.com/name/nm0003977/

Gary Rydstorm did sound design and production in many big films

Training Source(s)

“Audio Tips for Filmmaking” by DSLRguide

Project Timeline

Our teams first days on the project we were brainstorming ideas for the story of the film and camera the camera shots. A few days of brainstorming, we had completed our script and made a rough story board. The next week we started using the equipment and started to film.

Proposed Budget

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Team 5 video: https://drive.google.com/file/d/1egS-V4dRdRcYx0GsO4ONQXY1wF3Xi-tY/view?usp=sharing

Skills Commentary

https://docs.google.com/presentation/d/1fibauS7vxxpa5-AsaEHgZnHQSlIB-LX6iF5n2ZBSJMI/edit#slide=id.p

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

One of the examples of problem solving during our project is when not all of our team was with us to make the film, so I helped out with their roles and tried to get their stuff they needed to get done.

Ways of Working (Communication & Collaboration)

Our team communicated and worked together to complete our film and we all tried our hardest to make the film as good as possible.

Tools for Working (Info & Media Literacy)

The equipment I got to use this session included the shotgun mic, a audio recorder, a quiet room with recording mics, camera with a few different lenses, and a computer for editing.

Ways of Living in the World (Life & Career)

I developed life skills by solving problems with my team and using professional equipment.

Reactions to the Final Version

One of the comments to our film that was for the sound design element, was that the room tone in the background was a good touch, but the voices of the characters could have been louder and clearer.

Self-Evaluation of Final Version

Looking back at the production, I would have tried to make music for the film to add more feeling and less empty noise.

What I Learned and Problems I Solved

I learned how to use the audio recorders, cameras, shotgun mics, studio mics, etc. This session was very helpful for problem solving as well. I think I could have put in a bit more effort into the project.

Grammar and Spelling

Editor

Orion

What is Frame Rate? — Ultimate Guide to Frames Per Second Explained [Shot List, Ep. 8]

Chapter 1: Introduction

Motion Illusion

What is Frame Rate? (fps)

Examples of Different Frame Rates in Films and genres

(“24fps” 2:49 – 3:20 )

(“48fps” 3:21 – 4:05)

(“120fps” 4:06 – 4:33)

Low Frame Rate (Fast Motion)

Step Printing

High Frame Rate (Slow Motion)

High Frame Rate Examples (9:07 – 12:12)

Capture Rate vs Presentation Rate

Take away

Production Project – Session 2

“microphone” by Ben McLeod is licensed under CC BY-NC-SA 2.0

SUMMARY

Role: Sound Design

I helped the team with pre production stuff and I couldn’t help with production of the film because I was not present that week.

Intention (SMART Goal)

To learn about sound design and recording sound for films. I wanted to record sounds for our film and try to record dialogue too.

To record 3 sources of audio.

I wanted this to be my goal because I believe that this will help me in the future of this class. The sound design role seemed a bit overwhelming at first, but when I started to learn the process of recording I realized how simple the audio process was. I can realize if I met my goal if I can successfully record and import audio files.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

First Leader – Gary Rydstorm: xhttps://www.imdb.com/name/nm0003977/

Second Leader – Jack Foley: https://en.wikipedia.org/wiki/Jack_Foley_(sound_effects_artist)

Jack Foley was the person who invented post sfx in movies. He would watch the movie and make sounds live while recording.

Training Source(s)

“Introduction to Foley and Sound Effects for Film” by Filmmaker IQ

2:45- Explaining different types of sound design and effects.

5:30- Showing how sound and music can change a film and the audiences emotion.

9:27- How sound design has changed and what it used to be like.

10:13- Modern day design.

11:21- A common example of how people can make foley without a studio.

Project Timeline

Day 1:

Our team brainstormed ideas for our film and started a timeline.

Day 2:

Our team started to make the timeline and almost finished by the end of the day.

Day 3:

The team finishes and edit the timeline to what we think was realistic and possible. Also making our trello board.

Day 4:

Everyone researched and practiced their roles for production.

Day 5:

Finish pre-production and try to finish everything on the pre-production check list.

Proposed Budget

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Team 2 video: https://drive.google.com/file/d/1GBPSFAb1G_58agnoCkQbfFb4-K-IwFzZ/view?usp=sharing

Skills Commentary

https://docs.google.com/presentation/d/1UiMF7-HUZtupxE1XSFHqPu5mMp5EQsTYcEDmMJ-qAtI/edit?usp=sharing

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

One of the examples of problem solving is when I learned how to use the audio equipment when I had almost no time left to learn. I was critically thinking when I test our teams links to our slides and film. The links were private so I corrected the links accessibility.

Ways of Working (Communication & Collaboration)

Our team communicated and worked together on all parts of the film all the way through pre and production.

Tools for Working (Info & Media Literacy)

The sound and audio equipment given to us to use, cameras, lights, light stands, tripods, and computers to work on.

Ways of Living in the World (Life & Career)

I was a bit worried during production because I was not allowed to go to school for 4 days and I could not help with the film and production at all.

Reactions to the Final Version

One of the comments to the film was having good song/background noise and it made the film more suspenseful.

Self-Evaluation of Final Version

Looking back at the production, I would have tried to record and add ambience sound, dialogue, room tone, and maybe try to make my own music.

What I Learned and Problems I Solved

I learned how to use the audio devices provided, the best settings for recording, and importing the audio recorded.

Grammar and Spelling

Editor

Josh

Happy Ghost Shooter

https://peyton-3rd-period.itch.io/happy-ghost-shooter

Summary

  • You are a angry circle and the happy circles are trying to give you hugs. So you have to fight them off one by one.
  • You win by beating your score.

Questions

  • How did you feel about the characters?
  • How did you feel about the idea/”story” of the game?
  • To tell me how to make the look of the game better.

Peer Feedback

  • Write the feedback you received from other students
  • After you receive feedback, add it to your post
  • Cite the student sources with only their first names
    • Citation with specific names is more professional
  • Feedback:
  • Gage: i feel there needs to be more healthy or easier to kill in the beginning so you dont die so fast
  • Hunter: controls are difficult
  • Austin: I find the characters fun, and the idea was unique

Game Design – Week 14 – Intro to Analysis

“Judy Garland, Hedy Lamarr and Lana Turner” by classic film scans is licensed under CC BY 2.0

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

This week I have gotten done a lot of work that I have missed of the school year so far. Winter break felt like a good long break where I could be with family and I had no tasks to do.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

  • Set a timer
  • Spend 15 minutes in this ‘room’
Image from bananatreelog.com
  • I feel like going on walks have given me a lot of time to think of what I need to do and just to relax. School can get very stressful and I have been getting a bit behind so i have to do a lot of work.

ARCADE

  • Play game(s) of your choice for the analysis part of this week

WHAT I LEARNED and PROBLEMS I SOLVED

  • I have learned that you can share Construct 3 projects, more about looking into how a game is made and the detail that is put into it. A problem I have solved is to take a walk or get something to eat for a bit of relaxing time.

Game Analysis: Subnautica

Summary

  • I choose Subnautica for my analysis because ever sense I played it for the first time it almost instantly became one of my favorite games I have ever played.

Game Play Analysis

Formal Elements
The BasicsNOTES
Name of the gameSubnautica
The platformXbox, PS4, PC
Time played (should be at least 30 minutes)23 hours
If you could work on this game (change it), what would you change and why?I would make the game a TINY bit more clear where you have to go to start the mid-game progression.
PlayersNOTES
How many players are supported?1
Does it need to be an exact number?Yes
How does this affect play?This makes the player feel alone and isolated on the alien planet.
Objectives/GoalsNOTES
What are the players trying to do?Explore and escape the alien planet
Rules/MechanicsNOTES
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.Subnuatic uses all Setup, Progression of Play, and Resolution
ControlsNOTES
What controls are used?I used a Xbox controller to play so the controls would differ for keyboard and mouse and PS4. Left stick to move, right stick to look/aim, right trigger to use, left trigger to secondary use, A to jump and rise, X to interact, B to close, right bumper to go up in a ship, left bumper to go down in a ship
Was there a clear introductory tutorial?No there is no tutorial at all, the game just throws you in with no help. This makes you feel alone.
Were they easy to understand or did you find yourself spamming the controller?The only problem I had was that the tablet (where you find info you find) and the pause menu I mess up all the time.
Resources & Resource ManagementNOTES
What kinds of resources do players control?The player controls a person in the first person view.
How are they maintained during play?You can swim, stand (if on land), get items to help in your objectives.
What is their role?Your role is a person who has crashed into a alien planet. The planet is made completely out of water (except for 2 islands) Your main ship has crashed and you escape on a life pod. You are the only person left and your goal is to explore and escape the world.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?All you have is a compass, your hot bar, and your oxygen/health bar
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?Your character is in an open world and can do whatever they want.
How does play flow from one action to another?You can go from objective to objective through the AI voice that can sometimes tells your objectives.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?There are 2 story lines, one is that your trying to escape the planet and the other is that the planet it being infected by a virus and you get infected so you cant leave the planet until you get cured.
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?It is a fantasy game so you know that anything can happen
Does it have emotional impacts?The game can be really scary because you are never told what are at the very depths of the ocean (and you are forced to go there to progress story) . At the very depths there are huge monsters that will attack you no matter what.
Also, look for en media res (does it start in the middle of the game)?The infection story line starts in the middle of the game.
The Elements in MotionNOTES
How do the different elements interact?You can mine ores for tools and build a base for tools and ores. You can interact with the fish/aliens by them killing you.
What is the gameplay like?The gameplay is very basic in which you just explore do objectives and progress story.
Is it effective?Yes
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?The designers made all models and designs to look strange and foreign.
Why this set of resources?To make the player feel alone and scared.
What if they made different decisions?If they did not choose to do it this way the game would not be the same .
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?Only one big one. The map sometimes did not fully load and there would be big holes in the ground.
What about sound?The sound design is really good. It feels like each noise should go to each creature.
Can you spot any technical shortcuts?No
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:Anything can pop up and try to kill you.
What challenges do you face, and how do you overcome them?The virus is overcome by curing it near the end of the game.
Is the game fair?Yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?There is just on but you can find new things and find new ways to play the game each time.
What is the intended audience?I think all ages would enjoy the game.
What is the core, the one thing you do over and over, and is it fun?Just the discovery and mystery.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources