Monday, 25 February 2013

Pre-Production


A Day in the life of a Computer Game Character



We are now discussing a different idea that Harry came up with, where we are shooting a 'game'. 

As I am the only girl in the group it's safe to say all my other team mates are familiar with Playstation, Xbox and/or PC gaming and as it is I am a game fanatic as well so this idea was very agreeable for every member.

It was interesting talking about different game elements we could include like achievements, selection panels and many other things.

Role playing games like The Sims franchise was one of the first concepts we discussed and we will probably include the 'needs' bar elements in our short film.  

RPG games like Grand Theft Auto and Fallout have a massive fan base, all of our team members have played them and the audience will be able to pick up on some of the subtle and not so subtly inspired elements as it's safe to say they will have come across these games. 

So the overall theme is we are going to follow the life or a student but with a 'game' style twist. We used these and similar videos as inspiration for our idea Real GTA and Hotline Miami.

Harry and I were going through the videos on this really good YouTube channel The Warp Zone, which gave us some good ideas.

Below is the treatment that was submitted with more of an insight into the idea:


Treatment: Group 8


Title: TBC

Headline:

A day from the point of view of a man whose life plays like a video game.

Story:


The story will follow an unnamed protagonist at university, whose life plays out in the same way as video games do. Not so much an action game, but more an open world role playing game or a simulation. His day plays out as that of any typical student – eating, showering, studying, socialising and relaxing. However the way he carries out these actions are more like that in a game. When he showers, he fills a cleanliness meter, as does eating. Studying involves the building of skill points in the same way as a character in The Sims, talking with a friend via text would play out like navigating a series of menus in a game to select a reply. His morning will be a montage of such events, until his game objectives tell him he needs to attend a lecture as part of his daily routine. As he changes from his house to campus, a loading screen appears to show just how like a video game his life is.

Walking to campus, he navigates maps, passes non playable characters and interacts with his environment in the same way as an open world role playing game. Once at lectures, he enters the room as a video game character would in a “rabbit hole” type area – one in video games where the character enters, performs activates but his not seen until they leave. Once the protagonist leaves, on screen skills and achievements appear as they do in role playing games - he levels up, and is visibly pleased by this. Moving on in his life, he is called by a friend asking if he wants to go out tonight, as any student would. Dialogue of the person calling is heard by the viewer, with the phone being applied on screen to show the name calling also. This initiates video game style fast travel, and another loading screen appears to show the character will now be entering the Rutherford bar.

In the bar, the protagonist purchases drinks and adds them to his inventory like a video game character would. An on screen intoxication meter slowly adds up as he drinks, and he talks to people throughout the game in a way similar to games where dialogue choices are available to be chosen by the player on screen. As he is more intoxicated, the more comical his responses become until danger warnings appear to show the character as being in a state similar to that of a game character who has low health. He leaves the bar, but doesn’t make it far before falling asleep on the pavement. The film ends with the character laying on the ground “wasted”, a reference to the Grand Theft Auto series where wasted means dying.

Characters: Male protagonist, 3 friends (1 male, 2 female)

The main lead would be a typical student, preferably male as this would be more accustomed to the typical video game player (Even though women do play video games, it’s considered more of a male hobby). Having a protagonist that is not named would fit into more of the Role Playing Game / Open World genre we are aiming to parody where the player chooses the characters name, so it would be up to the viewers interpretation. The protagonist will not talk. All his dialogue is done in the role playing game style where a written dialogue choice is presented and selected, but not spoken. The person they are talking to however, replies as if they had spoken.

The only other characters included would be in the bar scene, where the protagonist is socialising in the third section of the film. There won’t be any deep conversation with them, each character will only say about a line. 3 characters will speak to the protagonist; One when he is not drunk, the second when he is slightly, and the third when he is very. These characters will be given names that appear next to their heads, as what happens in game dialogue scenes. However their names have no significant importance to the story. The purpose of differentiating male from female friends is due to the dialogue the protagonist has with them: when drunk, he will try to chat up one of the female characters for comic effect. 

Locations:


For the first part of our film set in the protagonists house, a house on campus would be needed. 2 of our team members live on campus so one of their houses would be suitable. A shared house would be better to film in than a corridor dorm room as there will be more room to film and less people moving around the background (i.e, if we have to film from the corridors)

The second location would be in the general campus area. The protagonist will move from their house to a lecture theatre. An area that is not too busy would be good for filming the walk to campus. While we want to include members of the public that would act as non playable characters, the more characters on screen increases the chance of people will be looking at the camera / messing about in a way that makes us need to re shoot. The Parkwood footpath would be helpful for this at a time that it isn’t extremely busy, i.e, before or after lectures finish. As for a location where we film the protagonist going into a lecture hall as a rabbit hole, areas that are more open would be useful, again at a time that is not extremely busy. The Grimmond lecture theatre waiting area is open, new, well lit and has plenty of space for our protagonist to walk out and stand while his stats increase, therefore it is a preferable location. Hopefully one of the 3 lecture theatres will be empty at the time of filming, and some of our team or friends should know if there are any gaps in timetables where the room is empty. If it is still busy, we may come back at a later time as the area is open until later than lectures finish.

For our third scene, our character will be at a bar. Again, the more people that are around, the higher the chance they will be difficult to film around, especially if they have had alcohol. Rutherford bar would be the best for this as it is the quietest, however we still want people to be in the scene. Some members of our group are members of societies that use Rutherford bar as a night out every fortnight. As these members know the people who go to these events, we should easily get these peoples permission to film around them, while they shouldn’t be too distracting.

Style / format:


The style will be a light hearted parody of the video game genre. The viewer won’t need to be an avid video game player to understand all the references as the references being made will be to genres and conventions rather than individual games. However nods will be made to more well known titles for comedic effects.

The main way these effects will be achieved is through pre created overlays being added to the video track in premier pro. Moving animations will need to be created in after effects, such as moving images to show saving, moving map animations, moving dialogue choices, etc. These will then be placed onto the video track too. Our group collectively has experience with all of this software.

Narrative structure:

The narrative of the film will be split into 3 parts, in chronological order of the day’ events:

The start of the day: Set in the house of the protagonist, here they are going about with the more mundane tasks of student life. This may include showering, eating, studying, doing work, relaxing, socialising through technology. The video game twists shown on screen with these activities will make them more interesting to watch, also making them slightly comical.

Around on Campus: The protagonist leaves his house after a presence of a loading screen and goes to lectures to learn, or in our story, gain skills and “level up”. He is not shown inside of lectures as explained, and this will give the illusion that time has passed to the viewer.

Socialising at the bar: Here the protagonist will arrive after the presence of another loading screen. This will include a skip in time until the evening. The character will socialise here as described, and on his way home, pass out drunk in a similar style to being “wasted” (losing all your health) in the Grand Theft Auto series. The film will fade out just as it does in the game, and the film will end.

Duration:

Each of the three scenes will be split into around a minute, with possible less time in scene 2 and not a lot will be going on. This will be allocated to the other scenes, so our film should last slightly under the three minute mark.

Team Roles:

Members of our team feel that we all have our strengths in a variety of different areas, and would like to try different things to learn and enjoy. However some members have strengths in certain areas. Harry and Stephen would prefer to work on pre production elements such as storyboarding and script writing as they are keen video game players. Beth and Luke helped the team get high marks in the premier pro workshop, and Moritz is a member of KTV, the Universitys, TV channel and his skills will be great for filming on set. 







Tuesday, 19 February 2013

Pre-Production

Some Changes

Basically there were some location problems and other issues with the post apocalypse idea. It would've been a big task to take on especially if we wanted it to be convincing without it turning into a comedy so we discussed as a group other options. Harry and Stephen both came up with individual ideas.

A Recce

Stephen's idea

Stephen and I went on a recce to take these shots as possible locations for Stephen's bullying idea inspired by this video




This is within the Stacey building, the elevator could be used similarly to in the you tube video. It creates a nice entrance for a character. We could pan up the characters body or extra effect







 The corridors in the building are very continuous and similar and could create a nice maze like affect to hold the audience in suspense and unease.
We could use any classroom in the building for many of the scenes, including when he walks in and you can only hear screaming and he walks back out with some blood on his clothes/face.

The image below is of the same classroom with the light off. it gives the room a nice gloom affect we could use.
  

Friday, 15 February 2013

Pre-Production

A Recce

Post Apocalypse


Here are some images of possible shooting locations for the film.



This could be used as a place of rest or hiding when being ambushed, it has a nice lighting, it looks messy and has a lot of space so we have freedom when moving the camera around getting lots of different angles and compositions.











These images on the left show a covered bike shed near my house in Parkwood, it's perfect for a 'base' for the film as we could take out the bikes and put some living necessities (i.e some blankets and food tins) in there to create the illusion they've been there a while or we could make it seem they've just discovered it. It has high walls and one entrance and lighting so it would be a nice hideout. 
















Thursday, 14 February 2013

Pre-Production

Post Apocalypse 


We looked into how we would start the sequence: -

  • We don't want the start to be too generic (i.e. your typical wake-up scene)

    • Start with action - to keep the audience intrigued and on their toes
    • Wake-up to a gunshot and zombies groaning?
    • Camera pans around a dirty room full of junk
    • Focuses on the door - you can hear the sound of footsteps and groans

    • The door opens a guy runs in and slams it shut on the zombies



Possible Main Sequence

    • They hear a gunshot from far away
    • Realise the gang will have food
    • Guy tries to steal the food
    • There's a chase
    • He gets to safety
    • Emotional situation between characters
We discussed the idea during the seminar and talked on Facebook about it and it is forming quite nicely. Although Stephen, Harry and I looked around the campus to find a room we could use and we didn't have much luck.We really want to use the workshop opposite Jennison near the photography studio as it is perfect for this idea. It's dirty, messy and not too close to central campus so we would avoid noise pollution.

Wednesday, 13 February 2013

Pre-Production

A Day on the Life of a Post Apocalyptic World

Here are some notes on our first idea: a day of survival in a post-apocalyptic world surrounded by either 'infected' people or be the only living beings around. Here are the notes from the group meetings for this idea: -

  • Post-apocalyptic world
  • Shoot mostly in one room - to avoid possible location problems and save time
  • Incorporate sounds to show outside environment - e,g screeching of infected, groaning  scratching, gunshots etc rather than seeing them as it would save time with make-up and eliminate the risk of unconvincing make-up.
  • Use make-shift weapons with easy to find materials, take the labels of cans and make them a bit dirty, crumpled and use After Effects to changed the 'use by date' to give the audience an idea of the year, create a newspaper dated something like 2030 and make it look old to again show the general date and that it's been a while since the apocalypse.    
  • We looked at the Last of us trailer - which ties in well with our theme, also the use of the father-daughter bond playing a big role in the game was an inspiration to our idea to have 'emotional' attachments between the character so that it's isn't just another zombie film.
  • One of my favorite film franchises is Resident Evil and so a lot of my inspiration for this idea has come from this. I love the continuous feel, that sense of running to stay alive and not staying in one area for too long.
  • We looked at The Walking Dead, which is an amazing series that most of us have watched and loved.
  • We also looked at I am Legend, as there were some interesting elements we wanted to discuss - the bond between the character and his dog, that he can't go out at night (Vampire Zombies), also that the smallest things like him bolting the doors as soon as it was getting dark hinted well that he was in danger, the notice on the cupboard door about the 'infected' was subtle but worked very well drawing the audience in.
  • We talked about how adults would have been brought up in pre-apocalyptic world so would be traumatized and miss it. Whereas children would be born into the post-apocalyptic world so that's all they know and would be battle hardened.