Friday 4 April 2014

Evaluation Task 3



  • Close up on Micheal
  • Soundtrack - contrast, music fades towards end fitting in to clip that was being shown, consideration of other soundtracks
  • Camera being zombie (Final Scene)
  • Typography - use of text in between shots, text supporting the clips shown (justify why they were used), consistency (He's changed/The world has change)
  • Use shot from trailer before Company
  • Conventional, revealing some plot but not giving too much away
  • Chaos within the scenes gives the audiences something to think about and gives them questions
  • Reality of ammo. Limited ammo, teenagers using guns, ect
  • ADR quality - White noise, background sounds, difficult to sync the sound with lip movement
  • One continuous shot, could have used a series of fast cuts to show the chaos within the scenes, the one long clip seems to slow and drags on
The use of the close up on Micheal Bird towards the beginning of the trailer was well received. They found that this allowed them to get a close look into who the characters were so they were recognizable within the trailer. But this was not kept consistent, Micheal Bird and Matthew Beacham are the only two characters who get a close up of their face.

The soundtrack received a mixed view, on one hand people thought that it worked well as a contrast, the slow, solemn playing over the top of clips that showed high emotion and intensity. While others thought that this didn't work as well because it was too much of a contrast from the clips used within the trailer making it hard for them to understand the trauma and pain that the characters were going through. The reason that we chose to use the soundtrack how we did was because of the intense contrast that it provided. The music is used more to physicalise the emotion that Jay is feeling, rather than the intensity of the scene being shown. As shows in previous blog posts, there were many different considerations for soundtrack of our product. Starting off we wanted something that did show the high impact and intensity of the scenes that were being shown, we wanted a rocky guitar and drum beat to give the trailer that added aspect of a fast passe beat and heavy guitar riffs.

Another aspect that was focused of within the talk was our use of the final clip using the camera as a first person view of a zombie. This had positive as they found that this played with the idea that our trailer never did use a full view of zombies, only ever short clips that either only showed their shadows or the image being slightly distorted, making it harder for the actors to be seen by the audience. The main concern of this clip was the fact that the reality of the shot meant that the characters were just running back and fourth  from nothing.

For the Typography, the text used was there to once again provide a contrast to the intensity of the scenes used within the trailer. The text used was downloaded from the internet because we found that it provided the plain look that we were looking for. We wanted something that looked similar to the text used on the news channel, but also different to show the change that the world has gone through. This gives the idea that the characters do still have some form of way to communicate and find out news about other areas of the country, but is hard to locate and use. This is shown by all the text being directly linked to our main character Jay, as he is having someone/something talk about him and tell his story, while he has no idea of there being anyone else out there. The words that we chose to have appear were chosen because it emphasizes our theme of isolation, saying such things as 'He's alone' giving the audience that direct knowledge to this characters situation. But this is later contradicted when he can be seen with two different groups of survivors. This provokes questions to the audience they want to know who these people are and how they fit in to the story. The reason that we felt that the text could still be used was because we found that idea of Jay being alone didn't have to apply to his direct physical world, but rather he has lost his family and his friends, meaning that his world is no longer the same and he is alone with his memory's of the past, as there is no one within this new world that knows his story.

Another aspect that was brought up within our talk was the fact that we chose to use a shot from the trailer before having the company logo appear within the trailer, this plays into our film as logos were something that people cared about in the past and now in the age where technology has died no one really cares about what things are coming from, just focusing on getting what they need. So by having our logo appear after a short clip it links this idea that the past is going to be a focused subject within our film.

Our trailer did stick to the conventional aspect in the concept of revealing story line. We wanted to allows aspects of the plot to come through without giving too much away as this unknowing is what would bring the audience to see the film. We wanted the audience to understand some of the characters within the film and some of the relationships that are going to be formed within the film itself. Plus some of the trials and tribulations that our main character would go through within the film.

Our film sticks to the idea of reality. We wanted a film that applied to the idea of survival and the high risk of being found. This means that the characters within the film would not want to use weapons as the sound that they create would attract unwanted attention, which could cause them to get into increased amount of danger. Also adding to this is the idea of limited ammunition. Within some film or TV shows, such as The Walking Dead, the ammunition seems to never run out and weapons are able to fire mass amounts of bullets without needing to reload. For us this takes away from the reality of the film. This meant that we were eager to move away from this idea, showing the characters having to make weapons and such from things that they have found, as people most like would if this was a real situation. Feed back given told us that this was a good choice as it added to the trailer and gave the audience the idea that this is going to be a film where people are pushed into a last stand moment before they risk using a loud weapon such as a gun.

One main note that came up within the feedback session, that both me and Ryan noticed as well was the quality of the ADR. The sound quality from the original footage was too quite to be heard, and had too much background noise within it to be able increase the volume of the footage. This meant that we needed to re-record the sound to later put in over the clips. This proved more difficult than we thought as it was difficult to match the sound exactly to the lip movements from the clip. This meant that we were unable to use that section of the ADR and so with little time left before the deadline of the project we decided to ditch it and move on. On the other hand we were able to get some ADR which did sync up to the lip movements. But because the actor that we used for the visual clip was unavailable we needed to use someone else that could do his voice.

Finally we were told that we use too many long lengthen shots. That because of this at times within the trailer showed these clips the audience began to turn off and stop paying attention. It was said that this could have been avoided by cutting those longer clips into a series of shorter clips that could have been quickly cut between to speed up the longer ones.

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