Monday, 3 November 2014

Structure For 3D Film

Based on feedback from a few tutorials weve had, it has been made clear that the side "video game" project needs to have more depth and narrative. So after a few meetings with Al we have started to develop a plot.


Story
A 3D narrative piece set in the point of view of a robot who wakes up in a scrap yard trying to understand who he is, what his purpose is, and why he has woken up in a scrap yard. The robot discovers many clues through human artifacts which are pieced together to reveal that he has in fact been reset, banished and replaced by a greater advanced model. The story follows the robot on his mission to escape the derelict area and return to civilisation.

Origins
            The film tackles how society has become superficial in the way we adapt to new technology by throwing away the old in an endless cycle of obsessively keeping up with the latest trends and technological advancements. Also that the belongings we currently own are just a temporary component in a continuously rejuvenating society. 

Inspirations

First person video games as a whole, a great deal of FP games feature cutscenes in which the audience sit back and watch their character move freely without their control, even though this may not be as immersive as the player controlling them it is used in a great deal of first person games as an establishing shot in which the player/audience is introduced to the surroundings and interactive objects before they start playing. this method of spectating a character through their POV is what we will be using for this film with the use of camera shakes, pans and tilts to replicate the robots head movement.    

Fallout 3 - this video game is based in a post apocalyptic world which has been ravaged by nuclear war. It is this style of a deserted wasteland terrain which our film will be based on.

Wall-E - similar to the inspirations we received from Fallout, Wall-E is also mostly based in a post apocalyptic world however in this film there is a higher attention to detail on the reflection on the world prior to this apocalypse e.g. Wall-E discovers footage of the musical film “(Hello, Dolly!)” which relates back to 1969 (pre apocalypse) these are the type of interactions with sentimental artifacts which our protagonist will experience.

Sight - this short film is based on a futuristic device which allows humans to see a virtual hud and operating system overlaying real life in which one can gain experience points and level up (like a video game) by completing real life activities e.g. cookery. It is the style of the HUD which appealed to us the most as almost everything of significant worth is labeled with a display which tracks the object/subject whilst providing information.

  

technical workflow
  • Shooting with two cameras set on identical settings for the left and right channels for 3D
  • workflow in premiere and After Effects
  • Heavily reliant on foley sound recording
  • stereo sound recording and editing
  • filming techniques

Notes:

computational regime - how we became posthuman.
patchwork girl
black mirror - on netflix


“smack my bitch up” - music video.

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