Monday, 25 January 2016

Storyboard and Script

Storyboard and Script


Before I could begin filming on my trailer, I first have to crate a script and storyboard to plan what will happen in my trailer. I decided to start with the storyboard as I felt that it would be easier to draw a visual plan out first and write out the speech after.

> Insert Storyboard <

After being satisfied with the visual plan I then began working on the script. As I don't have much talking within my trailer, the script talks more about what you see and hear over what is said.

> Insert Script <
 

Fade In:

Scene 1

We fade into a dark school corridor, the camera slowly making its way along the corridor. Every step makes a creak and the end of the hallway is illuminated.

[Camera Pov]

[Heavy Breathing]

Every couple of steps the camera fades in and out to symbolize blinking.

[Door Crew]

As the camera reaches halfway the door crew will begin to open and close the doors.

Scene 2

The camera has reached the end of the hall and is standing just on the edge of the light. On the floor lies a body.

[Door crew]

Stop opening the doors

[Camera Pov]

As the camera inspects the body the lights start to flicker.

[Camera Pov]

[breathing INTENSIFIES]

Then the lights go out.

 (Parenthetical information)

Scene 3

The title of the film then fades on with the chime of the bell before fading to black once more.

 

Fade Out:

The End


when coming up with the idea for this trailer, I also had to make changes to the story of my novel so that the trailer would be more feasible. This means that the idea that I previously had needed to be changed. This actually will help me, as I felt that my old idea was a little too ambitious and difficult to achieve.

Game Trailers

Game Trailers


As part of our work we have to produce a small, live action teaser trailer for our novel. In order to help me know what a live action trailer needs to include we looked at two trailers, one is live action and the other is digital.


Within this trailer for the video game Call of Duty I see several things that reference gameplay features such as wall running, ground pound and even some of the guns. The trailer also tries to appeal to the average person by having the trailer feature a very average man as the center of attention, making him seem like the best. The trailer also tries to appeal to a female audience by having a woman take down the man. This type of trailer is useful to advertise a game when there is not much finished gameplay to use.

This trailer is more about getting people interested in the game, over showing off the gameplay features. This is one reason that live action works so well with it, as people will use their imagination to picture what the game will be like based on the trailer.


The Borderlands 2 trailer differs from the Call of Duty on in may ways, most noticeably by the fact that it is predominantly gameplay footage. This gives the audience a more accurate depiction on the gameplay elements. This type of trailer usually has more detail than a live action trailer as it is made when the game is near completion.


This has helped me to see the reason behind using a live action trailer, over one with 'gameplay' as we do not have anything. I decided that I don't want to tell too much within my trailer, as it will not only give me room to change, but will let the audience use their imagination to picture what the story will be like.

Graphic Novels

Graphic Novels


In this weeks lessens we looked at the novelist Frank Miller, who is one of the most well known in the industry due to his work on the Batman, 300 and Sin City novels. His style of art focuses on detail and dark atmosphere. This matches the darker style of story telling that his work is known for.






The following is an analysis of the cover of Frank Millers 'Batman The Dark Knight Returns'

The covers of his works are usually recognizable from his use of silhouettes and pastel colours. The use of these shadowy figures lets the reader know that this is going to have dark story. It also builds mystery towards the character, an example of this can be found on this cover to the Dark Knight Returns, where we see a silhouette of Batman with only his eyes being visible. This gives you the feeling that you are looking at him
through the eyes of the criminals he catches, who only get to see a shadowy figure in the night.

This use of symbolism greatly affects the impact of the pages on the reader, helping them to imagine the scene and almost feel what is happening.









I then compared this to another novel called Judge Dredd by a different novelist by the name of John Wagner.

The style of the cover has a similar feel to the covers by Frank Miller, which has a silhouette of something to do with the story, usually characters. This also differs from the Frank Miller style, as there is far less emphasis on color, usually only having a single colour in the background. While in Frank Miller’s cover, the colour is as important to the mood as the image, the colour here does very little for the image.

While they each have there own style, they also share a lot of similarities too, such as the silhouette and feel. This is most likely due to them having stories that are similar in style, both have graphic violence and a main character who fights crime behind a mask. This means that the characters should be presented in similar ways, but as Judge Dredd is about a legal hero, people know him, but Batman is mysterious so he is shown to be just a silhouette.



Using a scene from one of his books, I attempted to redraw a character from one of Frank Millers books. The book I chose was Sin City and I attempted to draw a character in the style of Frank Miller. However the image did not come out like this and instead was more like me drawing his work in my style. I felt this worked though, as it lead me to think about how different a scene could be simply due to a art style change.







I now know that the story has much more importance than being what the people read, but also affects almost everything. From the art to the layout, you should always look at the style of the story and try to symbolism it within your drawings and layout.

This also has made me question the style of my characters, which I will now have to rethink to help make them fit with the story.