Digital Media Presentation Reflection
For this task we went into pairs to look at two different videos and analysis the video content. We had also looked at two videos genre and purpose. The two videos my partner and me studied was a Cadburys advert and a Viner called Thomas Sanders.
The reason for the use of video for the Cadburys advert is it is easy to make something memorable with a video. The Cadburys advert uses comedy and a popular pop song (Yes Sir, I can Boogie). The song used in the advert is a catchy song and if someone hears the song, they might think of the advert and want to buy a Cadburys product. Thomas Sanders uses Vine because it using video is a good way to show off comedy and people will have time to watch them due to them being under ten seconds.
The purpose of the Cadburys video is to advertise the range of Cadburys chocolate. The task of the advert is to make the video easy to remember to the consumers and make people associate things from that advert to their products. For example, Yes Sir, We Can Boogie is a recognisable tune and if someone hears it, people might associate the song with the advert. Thomas Sanders used Vine to upload his videos so almost anyone can view them and it sort of acts like an online portfolio for him as well.
The format of the Cadburys advert is a video on YouTube. The reason for putting the video on YouTube is so it is easily accessible with a computer or mobile device with an Internet connection. Also, YouTube allows you to share or embed videos on other social media platforms meaning it can get be shared easily by the company and it consumers. The reason Thomas Sanders used Vine is because it was a new video streaming service that is different to most others (giving its content creators a couple of seconds limit for their videos).
The main genre for both videos is comedy. Cadburys uses comedy to make their advert more easily remembered to consumers and enjoyable to watch. Thomas Sanders uses comedy in his vines because it is quite easy to get a joke or use comedic elements in a couple of seconds instead of telling a dramatic story.
The purpose and genre of the Cadburys advert has influenced the aesthetics, the costumes of the people in the video. The people in the video represent a different product in the Cadburys Diary Milk range and costumes match the colour of each product. This was down to help the consumer to visualise the link. The format of Vine and purpose of Thomas Sanders video has influenced his videos. The format has made Thomas Sanders think more creatively on how he will deliver the comedic elements in the videos. How it has influenced the content is aesthetics is due to it being available to any member of the public, meaning you do not need a lot of money to produce these videos so you can do it in every day clothes.
There are many different shot types used in photography and film making and each one has different uses or similar uses. The uses of each shot type can range from two people talking to setting a scene. The main task of each shot is effectively communicating with the audience to show them the scene the same way a book will describe a location.
The first shot is the Establishing Shot (EST). The Establishing Shot is often used at a beginning of a movie or chapter of a movie. The task of the EST is to set a scene of a movie, showing the audience the location of the scene. The shot is usually a wide, so it captures as much of the scene as possible.
The next shot is a Wide Shot (WS). A Wide Shot is used to show a subject (an actor for example) and their surroundings. The size of the shot is like a EST but the task is different. The size of the shot, if there is a person in the shot, is feet to head height but is wide to capture the surroundings if they are important to the shot.
A Long Shot (LS) is similar to a Wide Shot in size and task. But the size is just smaller than Wide Shot, a Long Shot does not capture the subject’s surroundings but captures the bottom to the top of that subject.
Medium Long Shot (MLS) is rough knee to head height. The task is to capture one or more people having a conversation, usually used if body language and movement is key to this conversation. The reason you might use this shot instead of the long shot is so the audience does not find the scene overwhelming or condenses the scene down so not as much is happening.
Medium Shot (MS) is like a Medium Long Shot but the height is waist to head height. It has the same task as a Medium Long Shot but the subjects are usually stationary but are still using a lot of body language.
Medium Two Shot (M2S) is like basically a Medium Shot but has two main subject, usually people.
Medium Close Up (MCU) is just under shoulder height to the top of the head height. This shot has the same task as the Medium Shot but mainly focuses on a subject facial features and expressions in a conversation.
A Close Up Shot (CU) is taken when a certain body part or an object is the main subject of the scene or photo. The task of this is to shot is to show something happening in a scene that might miss if the shot was bigger and wider.
A Big Close Up (BCU) is similar to close up shot but is just smaller. For example, a big close up on someone head will be forehead to chin whereas a close up will capture the whole head and some of the neck. The task of this shot is to more emphasis on some of the subjects features instead of focusing on the subject as a whole.
Extreme Close Up (ECU) task is similar to a big close up but focuses more one feature instead of multiple. For example, instead of focusing on a whole face, an extreme close up shot will focus on an eye.
Over the Shoulder (OTS) can be any size but the camera must be looking over a shoulder of a person in the foreground and the background in focus. This is used to show a conversation or show what the person in the foreground is looking at.
Over Head shot (OH) is where the camera is looking directly down on a scene, capturing a lot of what is happening of the ground. This is used to make the subjects look smaller or in for example police shows, looking down directly at a crime scene to show the entire area.
High Angle (HA) is where the camera is positioned up high and is looking down onto a subject or person. This is to make the subject look small and weak.
Low Angle (LA) is where camera is set low and looking up at a subject or person. This is to make the subject look more powerful.
A Deep Shot (DS) is where the person or subject in the foreground and the person or subject in the background are both in focus. This is to show the entire scene in detail if the main subjects of the shot are in both the foreground and background. For example, this can be used when someone is standing in front of something in the background and they are about to reveal what it is.
Screen Direction and Continuity
Me and my created a video called The Glitcher. It is about someone is being harassed by a hacker by sending him weird messages. We tried to make the victim look powerless by making most of his shots high angled. With the shots of the hacker we kept them levelled or at a low angle to make the hacker look powerful. We also tried to cover his face up as much as possible because we also wanted to add mystery to the character. When we two characters on the screen we tried to follow the 180-degree rule but I think we broke it when we did a shot from behind after doing one from the front. The reason I think we broke it is just because it did not look right to me. At the end when the hacker leaves and there is a glitch effect on the screen was actually a glitch when we recorded and discovered it when we were editing it together. We kept it in because we felt it works with the shot.
Characteristics of 3D Animation
3D particle effects are used more and more in modern media production, ever since digital media became popularised in the film industry. We created a couple of particle effect on 3DS Max; fire and box falling
First fire; I started off by going to the particle systems tab and selecting SuperSpray, create the particle systems any size. Then under preset on the modify tab, select the hose preset. Now when you play the animation the ticks/crosses should be flying up in the air. Now change the particle type from tick to mesh, now instead of ticks/crosses it should be squares and make it facing. Press m, this should bring up the material editor and make sure its compact. Select one of the material balls and activate face map just below. Go to diffuse colour and click on it not on none next to it, you should be able to select three colours, pick colours that look like fire so orange, yellow then a grey or black for smoke. The top colour is the first colour in diffuse is the first to be admitted and the third is the last one it’s going to turn to. If you press F9 on your keyboard, you can see how it looks in a brief one frame render. Drag the diffuse map to self-illumination map to brighten it up and look illuminating light like in a real fire in the render view. Just adjust the particle age to make the particle effect to look smaller. The material maps should adjust to the change.
With box falling, we first created a box/crate but you could do it with just the cube shape. First animate your box falling, pick a starting location by raising the box on the x axis. When you find the position, you want it to fall from turn on autokey at the bottom and move the timeline to the point you want the box to hit the ground and move the box to the ground. Remember to turn off autokey. Now go to particle systems and select SuperSpray and place it directly under where the box is going to land. Then go to presets and select shockwave. Then change the particle type to mesh and facing. In Photoshop, you are going to create your texture. Invert the background and select the paint brush. Choose a colour that is similar to dust and create a circle that just smaller than the work area, does not have to be perfect and colour in the centre too (does not to be perfect). After your done save (can be a normal Photoshop file). In your material editor, drag the save file to one of the material balls and drag that to the particle effect. You can change the size of the particles if you want to make it fit with the collision. Press F9 to see if you need to make any adjustments.
Car Crash Sequence
This task was to create two alternate endings for our Terminator scene recreation. It was also to see alternate methods to create special effects with digital media instead of physically doing it.
We first created a box and reversed the polys (we can see the inside of the box and not the outside of the box). Inside the box we placed a camera that looks at the poly/wall that going to have my door on. I then created the door and wall by looking at the “I’ll be back” scene from The Terminator. I then separated the doors from the wall and I separated the windows from the doors, this is to avoid a lot of problems when animating and to get it to shatter more the way I wanted it to. I then added a modifier called shell to make the door and windows whole. After I add a pre-made car into the file and change the preset of the car to make it act like concrete. I went to the scripting tab and selected run script. I used FracturVeronoi_v1.1, this allows the door and glass to shatter when the car passed through. I then opened the MassFX toolbar, when it opened I selected the doors and windows individually and made them Dynamic Rigid to get the shatter to the floor and not go straight ahead. I then animated the car to go through the door by using the autokey button. After animating the car, I went back into the MassFX Toolbar and made the car a Kinematic Rigid body which allows the car become physical and able to collide with the door and window. I made the doors and windows start sleep mode so when the car hits it will smash and not fall apart at the beginning. Then I baked all on the MassFX Toolbar, this adds all the animation the windows and doors to key frames on the timeline below. This is so I can edit the individual parts, so they do not clip through the floor or shake about.
For the brick ending I created a cube with a brick texture on it. Then put a plane on top of it for the note. In Photoshop, I added a paper texture to it and wrote a note on, “Wait here. I’m just getting the CHOPPA!!!!”. After creating the texture, I added it to the plane and changed how the plane looks to make it look like more like a piece of paper. After, I created some elastic bands to hold the paper to the brick and attached them and the paper to the brick object so they so do not fly off when the go through the window. Then I used the scripting tab and selected FracturVeronoi_v1.1. I then went to the MassFX Toolbar and made one window Dynamic Rigid and made the brick Kinematic Rigid. I then put the brick at a starting location and used autokey to move it through the window and set the Kinematic to activate before the brick hit the window. I then animated the camera to move over the brick to look down on the note.
If I had to change or improve on something on my 3D animation, I would spend more time on how parts of the door and windows move and fall because mine clip through the floor and the car. I would also change how the camera moves over the brick. I would have the camera pan over to the brick, so it looks more smooth and not a quick snap.
I’ll Be Back recreation (My work on Green Screen)
I’ll Be Back (Interactive Video)
Get the Car (Ending 1)
Get to the Chappa (Ending 2)
Green Screen is now a common piece of equipment in the media industry, you can also get blue screen and other colours depending on the reason for using. This project also uses green screen as a key feature.
I first filmed my footage on with a green screen, making sure none of the actor’s body parts leave the boundaries of the green screen. After filming, I took the footage I recorded into Adobe After Effects to key the footage (remove the background). First thing I did is use the pen tool to create a mask with the area the actor in and moves around in. This is to get rid of parts of the shot that are not covered by the green screen. Then I added an effect that allows you to remove the green screen called KeyLight 1.2. With this effect, it removes all/most of the green in the shot including the green screen (so it is not advised to wear the same colour as the screen your using). Then I adjust the screen gain and some of the screen matte settings (clip black and clip white), this is to remove a halo around the actor because the lights you use may create a halo around your actor. After keying the green screen, I imported a background into After Effects so it does not have a black background and the actor looks the part.
I have used green screen for my Terminator sequence and I am going to use it for my Street Fury sequence. If I would change anything it would be pay more attention to the halo around my actors, to remove them fully and try not to remove some features of my actors.
Terminator Title Sequence- Unit 9
A motion graphic is something that been animated to move. This project has us recreating a motion graphic from the first terminator film, the title sequence.
To start off create six text layers, two for Termi, two for Nator and two for the, all in capital letters and change the font to look like the Terminator’s. The reason there is two separate lays for Termi, Nator and The is one layer is for a fill and stroke layers. The stroke layer will have no colour in the centre but will have a coloured outline whereas the fill layer is the opposite. The colour of each layer is a dark blue and the opacity of the fill layer was set to 0%, so it can not be seen. The fill layer is smaller than the stroke layer so it fits in perfectly into it. The size of the text should start out just bigger than the video screen. Termi should start on the right of the screen, Nator should start on the left and The should start above the screen on the centre. Then with Termi make it move to the left of the screen and have it stop when the i is just left of the centre of the screen. Then just after Termi starts to move make Nator move to the right of the screen and have the n next to the i so it looks like one word. When Terminator looks whole, scale Termi, Nator and The stroke layers down to the centre of the screen and make sure they still look like one word. At the same time scale the fill layers down too while at the same time raise the opacity so it looks dark. So now you should have an animated text that moves and scales down to the centre of the screen.
To create the shine effect over The Terminator, you need to first create an eclipse. Then add the effect Gaussian blur to it. You need to up the blur up so it looks like a search light. Then you duplicate the eclipse. You position one on or just before the T in terminator and one before or on the t in the at the end size of both words. You need to have the opacity on both eclipses at zero before you start to animate. As The Terminator hit the size you stopped the scaling down raise the eclipse before terminator opacity and animate to move across the word. As the first eclipse hits the first r in terminator, raise the opacity of the second eclipse and animate it to move across the at the same rate as the one below it. When the the eclipse reaches the end of the, lower the opacity. Do the same of the terminator eclipse when it reaches the end of the terminator.
With the next the text typing while Terminator moves across the screen you first create a white square and position it to the right on the screen and right of where you want you text to appear. Type out your text and change the font type to look more computerised. Then you need to add the Line Sweep effect. The effect you need lower the thickness down to it minimum level and adjust the direction angle (the angle may depend on if you require more line on your text, if you did each line on a separate layer make the direction vertical, but if you did not do that try and make the top line complete before the layer below). Then you need to animate the completion, have it start at 0 and end at 100. Have the white square appear just before the text does by raising it opacity. When the line below appears move the white square down to the same level as the line below. When you want the square disappear, make it flicker by lowering and raising the opacity a couple times and end it with its opacity at 0%. When you want your text to disappear, first add a glow effect and change the colour to green. Before lowering the opacity up the glow to make the text green.
When you finished with everything add a black solid above everything. Then in the effects search for grid and add it to the solid. First adjust the anchor so it removes the vertical lines and adds more horizontal lines. Then lower the opacity so it still visible but does not distort the view of the motion graphic.
If I would change anything with mine it would be come up with a solution with the swing that my “The Terminator” has.
Production Processes- Unit 9
Production processes in film have changed a lot over the last century. There have been changes in how we film, editing, create special effects and even view a film. With these advances, have come some negative feedback as well from content creators.
In the pre-digital age of filming, cameras had to use light-sensitive film to get a picture or record a couple of seconds worth a movement. The light sensitive film camera works by having a shutter that blocks the light from touching the film. When you set up the picture you wanted; you pressed a button on top of the camera that opened the shutter for a short time. This exposed the film to light, putting the image on a film frame. A camera that is used to record movement uses the same process but uses multiple frames.
With a couple of advances in film technology, people could now film for much longer and create entire scenes in movies. This let directors create films that are hours long. Allowing director create a couple of hours long film lead to what we call full-length feature film. With film cameras, you had to replace the film, this allowed the actors to get a break from filming. With the creation of digital cameras, they can film as long as the battery life of the camera allows them to or if they run out of memory space on a hard drive. Actors did not like this because this allowed the director to film a long time if he/she wanted to. How a digital camera works is similar to a film camera but instead of using light-sensitive film it uses a light sensitive chip.
With the creation of digital cameras and digital media, has allowed a new generation of film creators to create a film. This is due to digital recording cameras have become more portable than film cameras and cheaper as well (to buy and in post filming production because you do not need to send the film off to be produced). Digital media then has let anyone create videos and upload them to a streaming service like YouTube. With film cameras, to get your work published you had to be working in the industry. Whereas with digital media, you could do it as a hobby.
When editing a recording done on a film camera, you had to cut the film section of the film you do not want and then stick them together with some tape. This process can take a long time because you had to go through every wheel of film and find the bits you do not want. The problem with the process is it sounds simple but any mistakes or editing done that you realised you did not want is permanent. This means if there was a mistake in the editing process of creating the film, they would have had to redo an entire scene or even the whole movie in worst case scenario. With digital editing, if there was a mistake you could just press a couple of buttons to undo a mistake or load up an older save.
The benefit of using digital cameras and editing tools are they are cheaper than using traditional methods. But you can argue digital camera and tools have taken the wonder away from film creation. Previously you had to wait and hope it turned out to be good whereas with digital you can find out straight away and if it is not how you want it, you can easily redo the scene straight away.
Another process in films that have been effected by digital is special effects. Special effects in the pre-digital era were done on set and had a limited amount of tries to create the effect because it can be expensive to do so. Special effects can also be dangerous as well because you can be creating an explosion or making a building collapse. A good example of a non-digital special effect is in Terminator, in the “I’ll be back” scene when Arnold Schwarzenegger character drives a car through a door.
This scene was done on set and would have been expensive to redo if there was a mistake when filming because they would have had to get another car and to rebuild the set. But with digital tools you can recreate that scene using CGI/3D animation. Recreating a scene like this using CGI (Computer Generated Images) may take a longer time to create but is a lot cheaper because all you need is a computer and the correct software to do so. You might not have to create the scene yourself because someone might have created a copyright free version you can use. From an article called Remix, rewind, reinvent: predicting the future of media by Kevin Kelly; it states “On the archive for 3D models generated in the software SketchUp, you can find insanely detailed three-dimensional virtual models of most major building structures of the world.” But not all modern films are using CGI or digital effects for special effects. As late as the 1990’s we still use methods for special effects that were used from decades earlier. A good example of this is Bram Stoker’s Dracula (1992), this film had almost no digital input because the director thought digital effects did not look correct. So, all the effects in the film were done on set. For example, the scene where Jonathan Harker is reading the train with the book in the foreground and the train in the background.
How they created this scene is they put a model train the background and created a huge book and put it in the foreground. This was done instead of filming the train and book separately then digitally combine them together. It could have been cheaper that way but you would not have got the look and effect the scene got.
The benefits of having special effects done digitally are they are cheap to produce and you can reuse the same effects. But it could take longer to produce the same effects and it adds a sense of mystery about the film, making the audience wonder how they created these effects.
Brit Lab (2014) How do digital cameras work? | James May Q&A | head squeeze. Available at: https://www.youtube.com/watch?v=Ic0czeUJrGE (Accessed: 28 October 2016).
dan ezzo – izzo (2011) How film cameras work. Available at: https://www.youtube.com/watch?v=i-hEsFp20pY (Accessed: 28 October 2016).
Differences between analogue and digital – canon professional network (2016) Available at: http://cpn.canon-europe.com/content/education/infobank/introduction_to_digital_photography/differences_between_analogue_and_digital.do (Accessed: 28 October 2016).
Kairos Interceptor (2013) Take the train. Available at: https://www.youtube.com/watch?v=6bXlx3uwFAc (Accessed: 28 October 2016).
Kelly, K. (2016) Remix, rewind, reinvent: Predicting the future of media. Available at: http://www.wired.co.uk/article/kevin-kelly-on-the-future-of-media (Accessed: 28 October 2016).
SceneCube (2015) Terminator 1 – I’ll be back. Available at: https://www.youtube.com/watch?v=Ymc1eww7od0 (Accessed: 28 October 2016).
SceneCube (2015) Terminator 1 – I’ll be back. Available at: https://www.youtube.com/watch?v=Ymc1eww7od0 (Accessed: 28 October 2016).
Characteristics of the beat ‘em-up – Unit 9 1.1, 1.2
The characteristics of a beat ‘em-up or brawler can be really simple or really complex. A beat ‘em-up is side scrolling game where you the player go through a series of levels and beat up a lot of enemies. Beat ‘em-up also avoid using ranged weapons like guns and usually use punches and kicks, that’s why they are called beat ‘em-up.
Beat ‘em-ups in the years have become their own genre with in video games due to the popularity of them. Beat ‘em-up started off as arcade games in the 1980’s and eventually into home consoles as late as 2008 with Castle Crashers. The sub -genres that are usually paired with beat ‘em-up games is usually action because you go around beating up enemies in these games. The genre of my beat ‘em-up will be action because the story of my game will be; there is a Soviet attack on Washington DC and the only people that can save the US is the President and Vice President. The two characters will go around Washington DC and the White House and beat up Soviet soldiers. This is where the beat ‘em-up and action genre will come in. Also, there is going to be an American patriotic theme as well that the beat ‘em-up genre will emphasis by allowing you to beat up soldier’s form America’s rival at the time.
The appeal of a beat ‘em-up is probably the satisfaction of going through and beating up waves of enemies. You going to feel quite successful when you beat up a large number of enemies which in any real scenario would be impossible. Another appeal would be a co-op element that is usually with beat ‘em-up. This allows you and usually up to three friends to going around levels and beat enemies. This will make it feel like you and your friends are fighting against the world.
One problem the article brings up is the simplicity of the genre of beat ‘em-ups stating “…this simplicity has also drawn criticism from some, particularly later in the genre’s history.” People have criticised the genre for being simple because you often have one objective and it is usually beat up all the enemies and progress through the level. But how developers get around this criticism is to make their games competitive by adding a scoring system that allows people to compete for the high score. Beat ‘em-up games have lost popularity in the current era probably due to the simplicity of beat ‘em-ups, but competitive gaming popularity is on the rise, so beat ‘em-ups might have a surge of popularity in the near future.
The key characteristics and conventions of beat ‘em-ups are really the simplicity of the games while being difficult. Beat ‘em-up games controls usually have buttons to move, one for a heavy attack and one for a light attack. But what makes them difficult is the large number of enemies and the lack of lives you get in a beat ‘em-up. The limited amount of lives you get in beat ‘em-ups go back to arcade roots where they try to get as much money from people as possible. If I keep these characteristics and conventions in mind when creating ideas for my beat ‘em-up. For example, I could implement a large amount and diverse cast of enemies for the protagonists to fight.
The key gameplay elements of a brawler are it’s simplistic and easy to understand controls. You only need a couple of buttons to do anything in a brawler. But people get a sense of satisfaction when they complete a level in a brawler because they defeated a lot of enemies to proceed to a different level to complete that. I could use these features for and interactive video, making people pick from a simple choice and making those choices satisfying to pick.
I think one example I could use as an influence that the article points out is Double Dragon. I think it is a good example because the article states it was the first brawler to gain a high level of popularity. As well as popularity, it has some features I would like to implement into my idea. Mainly the ability to use weapons in the game to help the protagonists. I would have weapons being found randomly across the level and sometimes as drops from defeated enemies.
How a character fits in with a game or film is important. You got to consider the story, setting and costume of your character. You can not have a knight running around 1980’s America with out explain why.
How my character fits in to the 1980’s setting of the game is he is the President of the United States during the Cold War. The Soviet Union has invaded America and the President and his Vice President must decide how to fight them off. The President and Vice President will have to be dressed formally (in suits). The colour scheme of the video will be the same as the Oval Office because that’s where my project is set. So, the colour scheme will be mainly white because that’s the primary colour the Oval Office. Technology in my project will based around technology they used in the 1980’s like radios. But I am mentioning something that Ronald Reagan and that is the Strategic Defence Initiative (nicknamed Star Wars).
My project is influenced by the Cold War during the 1980’s because during the 1980’s with election of Ronald Reagan the Cold War started to escalate again. I also thought to use the Cold War because there is a lot of history around it that can be used for a game or film. The reason I chose a Cold War setting is I enjoy a historical setting and the Cold War is one of the most historical event in recent history. The main influence of my President character is Ronald Reagan because he was the President of the United States of America. The main influenced for my Vice President Character is George Bush Senior because he was the Vice President under Ronald Reagan. If I had more time I would of introduced properly an enemy that is based upon the Russian Stereotype.