Tuesday 29 January 2013

weather

As some of our filming is outside we have to take weather into consideration to ensure continuity. We were not able to film recently due to the snow which has delayed us a bit, and although most of the filming will be inside, we cannot risk the weather outside the window being so different to the outside scenes. Being a trailer the weather can be different as films are often set over fairly long periods of time not just one day, but we cannot have weather that is drastically different to our other scenes. If some shots have snow in and others don't it will give ideas into the order in which the shots will take place.

Thursday 24 January 2013

crucial camera shots

low angle shot - we are going to use this at the start of the trailer which will give the audience the idea of that character being in total control and of being powerful, this will change throughout the trailer which will show the character losing control as the film progresses.

High angle shot - this shot will be used multiple times throughout the trailer to show vulnerability and weakness in the characters, it will show a power shift away from the characters. These shots should have an effect on the audience as they should see the in-control character at the beginning become more and more vulnerable. 

Point of view (POV) shot - the most abundant shot in our trailer will be POV, this is because we want it to look like it is filmed by the characters like in the Paranormal Activity films or The Blair Witch Project. Although some shots are not going to be POV or character-shot shots but will include a few shots that will be as if they are security cameras. Using POV shots will prevent the audience being reminded of it being a film opposed to real life and should help them feel divulged in the trailer. Although POV shots are generally used in shot reverse shots we are not going to have conversation between characters in a suitable manner as they will not be near each other.

Thursday 10 January 2013

Script

Being a trailer our piece will not have a continuous script, with long bits of dialogue but we will have various clips of monologue and dialogue which would be from different scenes. For this we will have the first clip of the trailer explaining the story vaguely but as the trailer progresses it will be scenes with the characters questioning things and speaking as if they're scared. Towards the end of the trailer the clips will have little-to-no dialogue but instead in the clips the focus will be on the characters and what is happening to them.

Clip 1
character1: Hello!? sorry two secs someones a the door.
character 2: Ok mate
character 1: It's weird, i keep hearing knocking but when i go the door no one is there?
character 2: Probably just someone pranking you.
character 1: I don't know, it's been happening a lot.

Clip 2
character1: Hahahaha yeah  can't believe he did th whoa, what the hell happened.
character 2: what?
character 1: look, everything's been knocked over
(loud banging noise)
character 1: did you hear that? i think someone's in the house!

Clip 3
character 1: I need to get out!

Saturday 5 January 2013

sound effects

We are not sure whether to use non-copyright music for sound effects or to make the sounds ourselves, there is benefits to both but some dangers as well. There is websites with 100's of non-copyright music pieces so we will have a huge selection to choose from but, with our film being filmed in a point-of-view fashion, in one house, sound effects may sound out-of-place as they will not fit the acoustics of a house. We also want to stay away from cheesy sound effects that have been synthesised on a computer such as a creaking door. Our alternative is to make the sounds ourselves for instance if we want a creaky door sound we will make a door creak, this will fit in with our film more as the sound will be recorded by the camera not on a computer. Using sounds as were filming will help he acting and editing come together because we do not have to guess when sounds are going to be made, the actor can react to the sounds himself. The only problem with this is that some sounds can't done ourselves unless me break/damage something, which is not very likely considering our budget. The most likely tactic will be to use a mixture of both methods to optimise ease of the task and the quality of the product.