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| Short film I'm involved in; it's got swords and guns and shit | |
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| Tweet Topic Started: May 30 2011, 09:57 AM (352 Views) | |
| Hodgelett | May 30 2011, 09:57 AM Post #1 |
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Citizen
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Finished a side project I've been working on, well at least until Animation finally finish the "AFG" (Arse Fking Gun) for festivals. It's a video game inspired sci-fi action short, crewed by students but with pro-actors. Animation unfortunately only had a week, so it's the best they could do in the short time, but I think it's still pretty good, and I'm pretty chuffed with my editing considering I've not done action before. And before anyone goes 'that's just like x film' shh, I know, not sure the scriptwriter/producer has figured that out yet. Virtual Duality [no sig makes these posts end abruptly) |
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| Pixellated | May 30 2011, 10:45 AM Post #2 |
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Being responsible
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Nice; not sure I got the concept, but the lighting was decent and the framing was good in places (especially compared to a lot of other student productions I've seen). Only things I might say to improve upon would be the length of cuts and the points of interest of the camera, one example right at the start: the first thing the viewer sees is a basic mid-shot of him getting up, which lasts for almost thirty seconds. When the character & scene action on-screen is simple, a lack of camera motion or alternate perspectives during the simple character action make thirty seconds drag out for a long time. If you've got a copy of Alien at hand, open it up and watch the first awakening scene: even while there's even no action to begin with on screen, intrigue is first held by the viewer due to the camera's motion into the room, they are exploring new parts of the scene continually. Once inside, the camera is still, but the lighting then begins to come up, generating something new for the viewer to look at an examine the scene. As the first person wakes out the pod, the action is still simple: quite similar to the situation in your film. However, it doesn't seem like a long time as the shot keeps cutting to a few different angles, and then skipping ahead in time. A viewer instinctively wants to explore a scene if there's not much going on: while your film constantly provides a single point of focus for them, the lack of any scenery other than that means the onus is on the camera and editor to keep them from feeling the need to take their eyes off the point you've created. But apart from that, looks good. Make sure you post something once you get the gun done, I'm wondering what it'll be like when he's not holding a block of Swiss cheese. =P |
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| Hodgelett | May 30 2011, 12:10 PM Post #3 |
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Citizen
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Unfortunately the choice of angles of shots I got given, especially for the start, were severely limited. The director comes from theatre and hadn't even done a film before, so was constantly breaking the 180 rule >_< I got that angle, and the same size of shot from a slightly different angle. Wish I had more choice of shots for the dialogue scene too. The back of someone's head gets quite boring. I have to say I've not watched a single film from the Aliens series all the way through. Got beginnings, ends, midpoints and highlights but not sat down and watched. Probably should, one of the guys on my own course is basing his web/tv series heavily on Aliens stylistically, if he had the budget, he would have used the official Aliens trainers! :lol: |
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| randomgerbil | May 30 2011, 04:39 PM Post #4 |
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Rank of Some Significance
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If there's one area that I'd say needs work, it's sound. The dialog is hard to hear at points, the master volume seems realy low and some of the fight sound effects (punches) are seriously lacking (a prime example is at 5:56). You'd benefit from working through the video and editing a volume envelope on your source material so that the dialog is at a consistent level rather than jumping around. Look at getting some sounds into the fight: hearing a hefty thud alongside the visual is going to help your short. Sound matters. |
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| Hodgelett | Jun 12 2011, 08:39 PM Post #5 |
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Citizen
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There I was hoping no one would notice. :unsure: Huge catalog of errors resulting in our foley artist giving me essentially the raw sound recordings, un-mixed, in a single track the day before hand-in and two crappy sound effects. To say I was unamused would be an understatement. Seems the producer's pulled it from their little end of year show too as the animation's still not finished. And the directors are fighting over credits. As long as he doesn't expect me to drop my 3 assessed projects for his, he can do what he likes. *sigh* who said this job was glamorous? |
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6:56 PM Jul 11