This is the Formal proposal for the Radio ad for Unit 1. I talked about coca-cola in the radio ad as that is what we had to do. The work looks a bit under-developed but it should be ok
This document proposes an advergame to advertise Coca-Cola that would be released worldwide on the internet. The game would tell a story through a Coca-Cola bottle to send the main message of advertising the brand and drink. It would appeal to all ages and ensure no one is offended by including only PG rated material.
The radio ad would target 12-20 year olds in Western countries by using English with some recognizable sound effects in other languages. It would promote a Coke product by showing how it is better than others and inspiring people to buy it. The ad would use a feeling-based theme that shows a Coke is good anytime to twist the seasonal theme convention and appeal to people year-round. It would run on radio stations and social media platforms like Snapchat and Instagram to reach its target audience.
This audio advertisement targets adults with a good sense of humor worldwide. It tells a short, funny joke that nobody will take seriously about seniors thinking the ad will steal their pension to communicate its message. The ad uses Coca-Cola's slogan but everything included is original to avoid copyright issues. It is intended for all audiences and not expected to offend any groups.
This document provides an overview for an advergame called "Nano Cola adventures" that would be a sci-fi, side-scrolling game released worldwide on various media platforms. The game involves guiding a can of cola to win each level, similar to Mario games. The target audience would be ages 16-18. Considerations were made to avoid offensive, restricted, or copyrighted content.
This document outlines an "advergame" called Cola JumpTM that would promote Coca-Cola on YouTube and mobile devices. The game would show a can of Coke helping characters reach the top of the screen for prizes, similar to the game Doodle Jump. It would target all ages and demographics in countries like the USA, UK, and Asia with a simple, upbeat design. The one-sentence pitch is that it shows "a drink that jumps up for joy." Care was taken to not directly criticize competitors and to follow advertising standards codes to avoid offending any groups.
The radio advertisement promotes Coca-Cola as a drink that can help listeners escape from stress and find peace. It aims to appeal to a worldwide audience ages 16 to 19 by evoking the relaxed summer vibes of classic Coke posters. As a major brand, Coca-Cola ensures the ad avoids offensive content and respects all cultures and beliefs to prevent legal issues.
This document provides a summary for a pixel game that aims to entertain all audiences in a fun, challenging, and chilled manner without offensive content. The game can be released on any platform and appeals to people of all ages and backgrounds by ensuring inclusion through its story, graphics, and avoidance of sensitive topics that could offend.
This radio advertisement promotes Coca-Cola to 16-18 year old teenagers across Europe and the United States. The nostalgic 30-second ad uses a style similar to past Coca-Cola radio ads to communicate the simple message of advertising Coca-Cola without any offensive, inappropriate, or copyrighted material. Legal and ethical considerations were taken to ensure the ad would not offend or infringe on others.
This document proposes an advergame to advertise Coca-Cola that would be released worldwide on the internet. The game would tell a story through a Coca-Cola bottle to send the main message of advertising the brand and drink. It would appeal to all ages and ensure no one is offended by including only PG rated material.
The radio ad would target 12-20 year olds in Western countries by using English with some recognizable sound effects in other languages. It would promote a Coke product by showing how it is better than others and inspiring people to buy it. The ad would use a feeling-based theme that shows a Coke is good anytime to twist the seasonal theme convention and appeal to people year-round. It would run on radio stations and social media platforms like Snapchat and Instagram to reach its target audience.
This audio advertisement targets adults with a good sense of humor worldwide. It tells a short, funny joke that nobody will take seriously about seniors thinking the ad will steal their pension to communicate its message. The ad uses Coca-Cola's slogan but everything included is original to avoid copyright issues. It is intended for all audiences and not expected to offend any groups.
This document provides an overview for an advergame called "Nano Cola adventures" that would be a sci-fi, side-scrolling game released worldwide on various media platforms. The game involves guiding a can of cola to win each level, similar to Mario games. The target audience would be ages 16-18. Considerations were made to avoid offensive, restricted, or copyrighted content.
This document outlines an "advergame" called Cola JumpTM that would promote Coca-Cola on YouTube and mobile devices. The game would show a can of Coke helping characters reach the top of the screen for prizes, similar to the game Doodle Jump. It would target all ages and demographics in countries like the USA, UK, and Asia with a simple, upbeat design. The one-sentence pitch is that it shows "a drink that jumps up for joy." Care was taken to not directly criticize competitors and to follow advertising standards codes to avoid offending any groups.
The radio advertisement promotes Coca-Cola as a drink that can help listeners escape from stress and find peace. It aims to appeal to a worldwide audience ages 16 to 19 by evoking the relaxed summer vibes of classic Coke posters. As a major brand, Coca-Cola ensures the ad avoids offensive content and respects all cultures and beliefs to prevent legal issues.
This document provides a summary for a pixel game that aims to entertain all audiences in a fun, challenging, and chilled manner without offensive content. The game can be released on any platform and appeals to people of all ages and backgrounds by ensuring inclusion through its story, graphics, and avoidance of sensitive topics that could offend.
This radio advertisement promotes Coca-Cola to 16-18 year old teenagers across Europe and the United States. The nostalgic 30-second ad uses a style similar to past Coca-Cola radio ads to communicate the simple message of advertising Coca-Cola without any offensive, inappropriate, or copyrighted material. Legal and ethical considerations were taken to ensure the ad would not offend or infringe on others.
This document outlines a proposed Christmas-themed advergame that would promote Coca-Cola. The game would have the player tackle obstacles to collect presents, including a Coke can, to win. It draws inspiration from Super Mario in its gameplay of defeating objects. The target audience is teenagers and young adults who enjoy gaming and PCs. Legal considerations include ensuring the game does not offend any groups and avoids copyright issues.
This audio advertisement promotes a Halloween release of Coca-Cola by refreshing people's fears. It is inspired by Coca-Cola's Halloween posters and aims to appeal to people of all ages and social classes. The advertisement will be released on radio wherever Coca-Cola has wide distribution and will not include any offensive, upsetting, or copyrighted content.
This advergame is a sidescrolling game for Photoshop where the player collects Coca-Cola cans for points. The game is inspired by pixel style games like Mario and appeals to all ages as there is no violence, offensive material, or bad language. The sole purpose is to promote the Coca-Cola brand in a fun, family-friendly game.
This 3 sentence summary provides an overview of a proposed Coca-Cola Hockey mobile and computer game that would be available worldwide in English and tell a story communicating a message to audiences in a style similar to other popular sports games, appealing to hockey fans of all ages and demographics by avoiding offensive or copyrighted material.
1. The product is a mildly horror genre radio advert meant for Spotify, radio, and YouTube that would be released in countries that celebrate Halloween.
2. The advert uses a clip from the Heath Ledger Joker laugh from The Dark Knight and suggests drinking the advertised product while it is cold.
3. Younger viewers may find it frightening so the song volume has been lowered, and it is aimed at audiences aged 6-60 of any gender or social status to appeal to the whole community.
The product is an advergame called Pixel cola that would be released on Google platforms worldwide except where English is not spoken. The game's main character finds a Coke bottle to win. It promotes Coke as a liked beverage to increase sales and consumption. The one line sales pitch is that Coke brings happiness. The style is inspired by Pepsi and red cola ads with their memorable advertising. The audience is all ages and both genders since Coke appeals to everyone. There are no legal or ethical concerns as no offensive content is included and existing characters/logos are not used.
This document proposes a 2D platformer video game where the player must collect Coca-Cola cans while avoiding Pepsi cans. The game is inspired by classic 2D games like Doom and aims to appeal to teenagers by promoting Coca-Cola in an entertaining format. Legal and ethical considerations include ensuring the game does not offend any groups and differs enough from existing games to avoid copyright issues.
This summary describes an advergame called "punk can kick" where the goal is to kick a coke can into a bin. It is inspired by platform games and aimed at teens and young adults. Some legal considerations include potentially offensive symbols suggesting reckless behavior but the game promotes an anti-littering message. Copyright issues are avoided by not directly using logos but only suggesting brands through color.
The document proposes an "Coca Cola Bottle Pick Up Game" advert game that would be released on social media platforms. The game genre is described as "covert advertising" to promote the Coca Cola brand. Players control a character navigating levels to collect Coca Cola bottles while avoiding obstacles, with the goal of getting the character from the bottom to the top of each level. The target audience is described as ages 7 and up of all genders, with younger audiences seen as most attracted to the game. Some potential legal and ethical considerations are briefly discussed, such as avoiding offense and not directly copying or infringing on existing games.
This document outlines an advergame called "AJ Cokey" that would be released online in Western countries. The game guides a Coke can through space to avoid oncoming bullets, communicating Coke's message in a fun and easy-to-play format similar to Space Invaders. The target audience is teenagers and young adults aged 15-21. It avoids offensive or restricted content so as not to offend any groups while differentiating sufficiently from existing games to avoid copyright issues.
The game is called Cokerman and is a horror genre video game that will be released worldwide on the internet. The goal of the game is to collect as many bottles as possible before being caught by the character Cokerman. It is inspired by a Snapchat game where the player collects bottles within a time limit. The target audience is ages 14 and up since it is a horror game not intended for younger kids. It will include warnings about offensive content such as blood and seek permissions to use any protected intellectual property.
This document provides a summary for a proposed mobile and computer game called "Coca Cola Halloween Dash." The game is a 2D, indie/pop style platformer set in English for worldwide audiences. Players must collect all the collectible caps in the game levels before finishing to earn a special reward. The game aims to target a younger male audience through its similarities to popular games like Terreria and Minecraft. It was designed to not include any offensive, unethical, or copyrighted material that could restrict audiences or offend social groups.
The document describes various communication methods and codes for advertising, including requirements for compliance with laws, clearly identifying ads, avoiding misleading claims, preventing offense or harm, protecting children, respecting privacy, and substantiating health claims. Numbers 1 through 6 and 13 list specific codes related to these topics.
This advergame promotes Coca-Cola by having players control a Coca-Cola can character. Released worldwide on mobile and web, it is inspired by Google mini-games for its appealing style. The target audience is gamers and Coca-Cola drinkers ages 4-16 without regard to gender. The game avoids offensive content to remain kid-friendly and non-offensive to social groups.
The document proposes a radio advertisement for Coca-Cola to air on radio stations in European countries and the United States. The advertisement will use a witty style to promote Coca-Cola in an eye-catching way without offending any audiences or infringing on copyright. The main message is to advertise Coca-Cola as a worldwide product.
The working title is a Coca-Cola advertisement for YouTube and Facebook. It will be in the style of a radio advertisement targeting 16-19 year olds. The one-minute advertisement aims to relive the audience's childhood memories of drinking Coca-Cola to communicate the message that their drink is better than others and appeal to nostalgia. The advertisement will not include any offensive or restricted content.
The advertisement is for a Coca-Cola radio commercial targeted at 16-19 year olds on YouTube and Facebook. It aims to relive listeners' childhood memories of drinking Coke and communicate the message that their drink is better than others in a style similar to existing Coca-Cola ads without using offensive or copyrighted materials.
This audio advertisement promotes Coca Cola through radio broadcasts in the UK. It aims to raise awareness of the brand among adult listeners by playing an advergame audio that communicates the company's message in an entertaining way while people drive. The style is inspired by other radio ads that successfully promote products through similar short audio formats.
This is a media advertisement for an audio summer festival targeted at 16-19 year olds. The festival aims to promote socializing, dancing, and having fun for teens. It will be released on radio and TV worldwide without offensive language to avoid legal issues.
This is a media advertisement for an audio summer festival targeted at 16-19 year olds. The festival aims to promote socializing, dancing, and having fun for teens. It will be released on radio and TV worldwide without offensive language to avoid legal issues.
This radio advertisement from Coca-Cola is a Christmas-themed ad that will play in countries like Europe, America, South America, Russia, and Australia. It will begin with bells jingling and a Christmas song playing to communicate the message that Christmas is a time to enjoy Coca-Cola. The ad is meant to appeal to all ages and genders who listen to radio.
This radio advertisement promotes Coca-Cola to 16-18 year old teenagers across Europe and the United States. The nostalgic 30-second ad uses a similar style to past Coca-Cola radio ads to communicate the simple message of advertising Coca-Cola without any offensive, unethical, or copyrighted content.
This document outlines a proposed Christmas-themed advergame that would promote Coca-Cola. The game would have the player tackle obstacles to collect presents, including a Coke can, to win. It draws inspiration from Super Mario in its gameplay of defeating objects. The target audience is teenagers and young adults who enjoy gaming and PCs. Legal considerations include ensuring the game does not offend any groups and avoids copyright issues.
This audio advertisement promotes a Halloween release of Coca-Cola by refreshing people's fears. It is inspired by Coca-Cola's Halloween posters and aims to appeal to people of all ages and social classes. The advertisement will be released on radio wherever Coca-Cola has wide distribution and will not include any offensive, upsetting, or copyrighted content.
This advergame is a sidescrolling game for Photoshop where the player collects Coca-Cola cans for points. The game is inspired by pixel style games like Mario and appeals to all ages as there is no violence, offensive material, or bad language. The sole purpose is to promote the Coca-Cola brand in a fun, family-friendly game.
This 3 sentence summary provides an overview of a proposed Coca-Cola Hockey mobile and computer game that would be available worldwide in English and tell a story communicating a message to audiences in a style similar to other popular sports games, appealing to hockey fans of all ages and demographics by avoiding offensive or copyrighted material.
1. The product is a mildly horror genre radio advert meant for Spotify, radio, and YouTube that would be released in countries that celebrate Halloween.
2. The advert uses a clip from the Heath Ledger Joker laugh from The Dark Knight and suggests drinking the advertised product while it is cold.
3. Younger viewers may find it frightening so the song volume has been lowered, and it is aimed at audiences aged 6-60 of any gender or social status to appeal to the whole community.
The product is an advergame called Pixel cola that would be released on Google platforms worldwide except where English is not spoken. The game's main character finds a Coke bottle to win. It promotes Coke as a liked beverage to increase sales and consumption. The one line sales pitch is that Coke brings happiness. The style is inspired by Pepsi and red cola ads with their memorable advertising. The audience is all ages and both genders since Coke appeals to everyone. There are no legal or ethical concerns as no offensive content is included and existing characters/logos are not used.
This document proposes a 2D platformer video game where the player must collect Coca-Cola cans while avoiding Pepsi cans. The game is inspired by classic 2D games like Doom and aims to appeal to teenagers by promoting Coca-Cola in an entertaining format. Legal and ethical considerations include ensuring the game does not offend any groups and differs enough from existing games to avoid copyright issues.
This summary describes an advergame called "punk can kick" where the goal is to kick a coke can into a bin. It is inspired by platform games and aimed at teens and young adults. Some legal considerations include potentially offensive symbols suggesting reckless behavior but the game promotes an anti-littering message. Copyright issues are avoided by not directly using logos but only suggesting brands through color.
The document proposes an "Coca Cola Bottle Pick Up Game" advert game that would be released on social media platforms. The game genre is described as "covert advertising" to promote the Coca Cola brand. Players control a character navigating levels to collect Coca Cola bottles while avoiding obstacles, with the goal of getting the character from the bottom to the top of each level. The target audience is described as ages 7 and up of all genders, with younger audiences seen as most attracted to the game. Some potential legal and ethical considerations are briefly discussed, such as avoiding offense and not directly copying or infringing on existing games.
This document outlines an advergame called "AJ Cokey" that would be released online in Western countries. The game guides a Coke can through space to avoid oncoming bullets, communicating Coke's message in a fun and easy-to-play format similar to Space Invaders. The target audience is teenagers and young adults aged 15-21. It avoids offensive or restricted content so as not to offend any groups while differentiating sufficiently from existing games to avoid copyright issues.
The game is called Cokerman and is a horror genre video game that will be released worldwide on the internet. The goal of the game is to collect as many bottles as possible before being caught by the character Cokerman. It is inspired by a Snapchat game where the player collects bottles within a time limit. The target audience is ages 14 and up since it is a horror game not intended for younger kids. It will include warnings about offensive content such as blood and seek permissions to use any protected intellectual property.
This document provides a summary for a proposed mobile and computer game called "Coca Cola Halloween Dash." The game is a 2D, indie/pop style platformer set in English for worldwide audiences. Players must collect all the collectible caps in the game levels before finishing to earn a special reward. The game aims to target a younger male audience through its similarities to popular games like Terreria and Minecraft. It was designed to not include any offensive, unethical, or copyrighted material that could restrict audiences or offend social groups.
The document describes various communication methods and codes for advertising, including requirements for compliance with laws, clearly identifying ads, avoiding misleading claims, preventing offense or harm, protecting children, respecting privacy, and substantiating health claims. Numbers 1 through 6 and 13 list specific codes related to these topics.
This advergame promotes Coca-Cola by having players control a Coca-Cola can character. Released worldwide on mobile and web, it is inspired by Google mini-games for its appealing style. The target audience is gamers and Coca-Cola drinkers ages 4-16 without regard to gender. The game avoids offensive content to remain kid-friendly and non-offensive to social groups.
The document proposes a radio advertisement for Coca-Cola to air on radio stations in European countries and the United States. The advertisement will use a witty style to promote Coca-Cola in an eye-catching way without offending any audiences or infringing on copyright. The main message is to advertise Coca-Cola as a worldwide product.
The working title is a Coca-Cola advertisement for YouTube and Facebook. It will be in the style of a radio advertisement targeting 16-19 year olds. The one-minute advertisement aims to relive the audience's childhood memories of drinking Coca-Cola to communicate the message that their drink is better than others and appeal to nostalgia. The advertisement will not include any offensive or restricted content.
The advertisement is for a Coca-Cola radio commercial targeted at 16-19 year olds on YouTube and Facebook. It aims to relive listeners' childhood memories of drinking Coke and communicate the message that their drink is better than others in a style similar to existing Coca-Cola ads without using offensive or copyrighted materials.
This audio advertisement promotes Coca Cola through radio broadcasts in the UK. It aims to raise awareness of the brand among adult listeners by playing an advergame audio that communicates the company's message in an entertaining way while people drive. The style is inspired by other radio ads that successfully promote products through similar short audio formats.
This is a media advertisement for an audio summer festival targeted at 16-19 year olds. The festival aims to promote socializing, dancing, and having fun for teens. It will be released on radio and TV worldwide without offensive language to avoid legal issues.
This is a media advertisement for an audio summer festival targeted at 16-19 year olds. The festival aims to promote socializing, dancing, and having fun for teens. It will be released on radio and TV worldwide without offensive language to avoid legal issues.
This radio advertisement from Coca-Cola is a Christmas-themed ad that will play in countries like Europe, America, South America, Russia, and Australia. It will begin with bells jingling and a Christmas song playing to communicate the message that Christmas is a time to enjoy Coca-Cola. The ad is meant to appeal to all ages and genders who listen to radio.
This radio advertisement promotes Coca-Cola to 16-18 year old teenagers across Europe and the United States. The nostalgic 30-second ad uses a similar style to past Coca-Cola radio ads to communicate the simple message of advertising Coca-Cola without any offensive, unethical, or copyrighted content.
This advergame promotes Coca-Cola by telling the story of Santa delivering Coke down chimneys. It would be released on YouTube and Facebook, targeting 16-19 year olds. The game's style is similar to other Coca-Cola ads and it avoids offensive or legally problematic content by sticking to the Coke brand and theme of Christmas delivery without explicit images or text.
This document provides an overview for a proposed videogame called "Coke pilgrim vs. the copyright law". The game would be released on PC and uses a retro art style. It tells a story promoting Coca-Cola over other drinks in a lighthearted and non-offensive way, aimed at audiences in developed nations. To avoid legal issues, the game does not directly use any real brands or logos besides Coca-Cola, and edits those to be sufficiently different from the real design.
This document provides an overview for a proposed videogame called "Coke pilgrim vs. the copyright law". The game would be released on PC and use a retro art style. It would target worldwide audiences of all ages and cultures. The goal of the game is to communicate the message that Coke is better than other drink options, without directly using any real brand names or logos besides Coca-Cola to avoid legal issues.
This document outlines key details for developing a new media product, including the working title, target platforms, genre, languages and territories, synopsis and story, one-line sales pitch, style and inspiration from similar products, target audience and appeal, and legal and ethical considerations to avoid offense or copyright infringement. The target audience is teenagers aged 16-19, appealing to their interests in summer and friendship. The product will not include offensive material or restrict access, and precautions will be taken to avoid legal issues by differentiating from existing products.
This document outlines a proposed radio advertisement for Coca-Cola that would target 16-19 year olds in English speaking countries. The ad would communicate Coca-Cola's message in an entertaining audio format similar to other radio ads, without including any offensive or inappropriate material. It was designed to appeal to a wide audience and comply with legal and ethical standards for advertising.
This is a proposal for a radio advertisement for Coca-Cola. The ad would promote drinking Coke by emphasizing that it tastes good. It would target all audiences who enjoy drinking something other than water. The style would be similar to past happy, upbeat Coke ads with music and a voiceover. Legal and ethical considerations were deemed minimal since the ad only promotes the product and does not include any offensive content.
This is a proposal for a radio advertisement for Coca-Cola. The ad would promote drinking Coke by emphasizing that it tastes good. It would target all audiences who enjoy drinking something other than water. The style would be similar to past happy, upbeat Coke ads with music and a voiceover. Legal and ethical considerations were deemed minimal since the ad only promotes the product and does not include any offensive content.
This is a proposal for a radio advertisement for Coca-Cola. The ad would promote drinking Coke by highlighting that it tastes good. It would target all audiences who enjoy drinking something other than water. The style would be similar to past happy, upbeat Coke ads with music and a voiceover. Legal and ethical considerations were addressed by confirming the ad would not include offensive content and would simply promote the Coke product.
This document provides information about a proposed radio jingle celebrating Coca-Cola products. It would be released on various media platforms worldwide and appeal to young people aged 16-25. The style is inspired by Coca-Cola's summer advertising campaigns and promotes a festival theme linked to youth celebration using Coca-Cola drinks. Legal and ethical considerations include avoiding offensive material and ensuring no copyright infringement of existing products.
This radio advertisement promotes Coke by communicating its refreshing and sweet qualities to listeners. Through a brief dialog between a cashier and customer, it aims to convince the audience that Coke is worth buying. The ad targets English-speaking adults aged 20-40 from any social status who enjoy driving. It keeps the message simple without religious, offensive, or accent elements to avoid causing harm.
This radio advertisement promotes Coke by communicating its refreshing and sweet qualities to listeners. Through a dialogue between a cashier and customer, it aims to convince the customer that Coke is worth buying. The ad targets English-speaking adults aged 20-40 through a simple message focusing on Coke being red, sweet, and fizzy, without including any potentially offensive material or accents. By keeping the ad brief at 20 seconds and not using any copyrighted music or celebrity likenesses, the creators believe it avoids legal issues despite featuring the Coke brand name.
The story begins with an interview of Aaron about an event from earlier in the year. Through flashbacks, it is revealed that Aaron returned home one day to find a note from his absent father. Later, Aaron heard strange noises downstairs but found no one. He then became trapped in the house with a sinister entity that tormented and mocked him by bringing up painful memories and questioning his faith. The entity revealed itself to be named Baphomet before disappearing. Aaron was left deeply disturbed by the encounter.
1. Aaron is interviewed about his personal life and past activities. He seems nervous and closed off at first but opens up about spending time playing video games and occasionally drinking and using illegal substances.
2. When asked if he enjoys his activities, Aaron responds negatively and says anyone who destroys their body is "fucked up". He admits it started from peer pressure and trying to fit in.
3. The interview turns to an incident that occurred 5 months ago on October 11th. Aaron is reluctant but knows he needs to discuss it. He bites his lip nervously before the scene fades out.
The document provides a detailed mind map of potential problems and solutions related to a short film production. It covers practical issues such as equipment, power, storage, and software as well as theoretical issues like crew dynamics, locations, actors, and more. Health and safety issues are also addressed, such as risks of spilling liquids on electrical equipment or injury from improper computer use. Solutions generally involve preparation, backups, careful equipment handling, and taking breaks.
Guillermo Del Toro is a Mexican film director known for horror films. He became interested in filmmaking as a teen and was trained by makeup artist Dick Smith. He started his own company called Necropia, hinting at his passion for horror. After the success of Cronos, he directed films in Hollywood but had issues and formed his own company. Notable films include Pan's Labyrinth, Hellboy, and The Shape of Water. Del Toro uses insect and religious symbolism in his films. He often depicts dingy, dirty settings to elicit discomfort. Amber is also a recurring color in his works.
The document provides an analysis of the short film "I Heard It Too". It summarizes the film's narrative, including the beginning conflict, rising action, climax, and resolution. It then analyzes the film's soundtrack, camera shots, techniques, and mise-en-scene. The document also provides tips for recording short films and describes different camera shots that could be used, such as establishing shots and extreme long shots.
This document contains a project proposal for a film called "Obsession". The proposed film will explore the concept of demonic obsession and how it influences individuals. The student plans to use skills in camera techniques acquired from their first year short film "The Teleporter" to make this new film. They will conduct primary and secondary research to inform the project concept and evaluate their work through ongoing reflections and a final self-evaluation to develop their practice. A bibliography of at least 10 potential sources is included. A schedule outlines tasks over 20 weeks including pre-production, production, evaluation, and presentation.
This document provides an opportunity to reflect on your progress through the first 7 units of the course and plans for the final project. It asks you to think about what you have learned so far and how this has influenced your choice of topic and final major project. You are asked to summarize your final major project idea in 20 words or less, explain why you chose it and what makes it important. You are also asked to outline early influences on your idea, potential research areas, the intended effect on your audience, and details on the style and production techniques for your project.
The document outlines the planning and production process for a client project to create a short advertisement film. It includes brainstorming initial ideas, evaluating the best idea to develop, creating mood boards and storyboards, and a production schedule spanning 4 weeks. The selected idea is a short advert for a store using medium and close-up shots with relaxing music. A production schedule is created with tasks such as filming, editing, and receiving feedback allocated across the weeks.
Jack Hickman is researching a client project for Costello's Bakery in Pocklington. The bakery is a small coffee and bakery shop that attracts a diverse age range of customers from babies to the elderly. Considering the shop's size and product prices, the target audience is upper and skilled working class individuals (ABC1 socioeconomic group) living nearby in Pocklington within a 10 minute walk. Hickman will need to interview locals to better understand the bakery's customers and create advertising material that appeals to both genders with a neutral style reflecting the shop's "muddy" color scheme.
The document provides details on the planning and research for a film analysis video on the movie "Ghost Stories." It includes a mind map identifying key concepts - arrogance, denial, guilt, and dream symbolism - to analyze. It also outlines the planned structure, with sections discussing each concept. Research needs are identified as analyzing other film analysis videos, researching the identified concepts, and finding relevant film clips. The intended audience is those over 18 interested in horror films. The style aims to be dark and mature to fit the horror genre.
The document provides research on existing products including a film review, film analysis, and documentary. The film review is 4 minutes 29 seconds and gives an opinion on plot and horror elements but could be improved by more in-depth analysis. The 12 minute 17 second film analysis effectively analyzes how the film Psycho relates to the uncanny and character metaphors. The 5 minute 3 second documentary on a man who lived alone in the woods for 40 years to track snow depth is informative but could be dull at 45 minutes. Overall the research finds the film analysis format and use of film clips with narration to be most useful approaches.
The short film Roommates follows a new roommate who grows suspicious of one of his roommates. In the trailer, establishing shots are used to set the location as a seemingly normal house and neighborhood. However, eerie music contrasts with the safety of the house to make the audience feel uncomfortable. Various shot types like long shots, close ups, and medium shots are used for both comedic and tension-building effects. The trailer builds intrigue around the suspicious roommate and the protagonist's paranoia.
Jack Hickman conducted research and planning for a horror/comedy production project. For research, he analyzed existing films, trailers, posters, and DVD covers, learning techniques for shots, composition, soundtrack, and design elements. This research helped him develop his ideas, but he did not fully utilize all elements like composition in his own work. His planning included mind maps, mood boards, experiments, and analysis of colors, fonts, images and more. This thorough planning helped define his project, but some elements like color usage were not fully implemented. Overall his research and planning were mostly successful but could have been improved with better time management to fully apply all insights to his final production.
Jack Hickman produced a short film trailer over several weeks. He filmed footage using a Canon DSLR camera on a tripod. Some shots did not turn out as planned due to improvising when an actor could not attend. In Premiere, Jack assembled the clips in order and edited some for timing. He created text frames in Photoshop to introduce the trailer, fading the text in and out. Jack added the text frames and finished visual edits in Premiere. He recorded audio clips in a studio and synced them to the video. Jack struggled to create a soundtrack but included sound effects. Overall, the production process had some challenges but Jack was able to complete the key elements of the short film trailer.
This document outlines 9 different shot types that will be used in an upcoming film production, including establishing shots, medium shots, pan shots, two shots, long shots, over the shoulder shots, low-angle shots, high-angle shots, and close up shots. Each shot is described in terms of its estimated duration, purpose, and how it will be used throughout the film and trailer. The shots will help establish locations, focus on characters, emphasize aspects of scenes, and convey power dynamics between characters.
The script is for a short film trailer about taxidermy. It consists of 30 shots, some with dialogue and some without. The story involves two characters, Character 1 and Character 2, who encounter their new neighbor. Character 2 is friendly towards the neighbor but Character 1 finds him strange and aggressive. During their interaction, the neighbor reveals that he is a serial killer who collects his victims for his taxidermy collection.
This location release form gives York College students permission to enter a property to film for their L3 Diploma Creative Media Production Technology program. It allows the college to reproduce, transmit, broadcast and exploit the filmed material in the program without limits throughout the universe via any media now or in the future without liability or needing to acknowledge the property owner. The property owner, Dave Bakes, has read and agreed to these terms on behalf of the production of the short film trailer.
This document outlines potential problems, effects, and solutions for a filmmaking project titled FMP-Taxidermy. It identifies technical issues like camera or equipment malfunctions, organizational issues such as props or location availability, logistical issues including casting and crew scheduling, and personnel issues like forgetting steps of the process. For each potential risk, it describes the impact on production and recommends solutions or controls to mitigate the risk, along with assigning responsible personnel.
This document discusses color schemes, fonts, and image styles for a pre-production project. It analyzes 4 color schemes from images related to taxidermy, animals, and horror movies. Dark browns, greys, and blacks are seen as conveying dullness, mystery, and evil. Lighter colors could represent comedy. Fonts are also analyzed for their horror or comedy impressions. Images are considered for their compositional filling of frames and use of negative space to create suspense. Specific colors, fonts, and compositions are identified as potential choices to develop characters and convey intended moods for the project.
Jack Hickman conducted an experimental film project to test camera equipment, shots, and editing skills. The short film came out too comedic rather than the intended horror/comedy genre. For the poster, Jack took photos of the actor in an intimidating pose and edited them onto a template. In the reflection, Jack plans to use shots, camera techniques, and editing skills from the experiment but change elements like costumes, location, and tone to better fit the horror genre.
Christian Louboutin: Innovating with Red Solesget joys
Christian Louboutin is celebrated for his innovative approach to footwear design, marked by his trademark red soles. This in-depth look at his life and career explores the origins of his creativity, the milestones in his journey, and the impact of his work on the fashion industry. Learn how Louboutin's bold vision and dedication to excellence have made his brand synonymous with luxury and style.
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Paul Haggis is undoubtedly a visionary filmmaker whose work has not only shaped cinema but has also pushed boundaries when it comes to diversity and representation within the industry. From his thought-provoking scripts to his engaging directorial style, Haggis has become a prominent figure in the world of film.
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The television landscape in the UK has evolved significantly with the rise of Internet Protocol Television (IPTV). IPTV offers a modern alternative to traditional cable and satellite TV, allowing viewers to stream live TV, on-demand videos, and other multimedia content directly to their devices over the internet. This review provides an in-depth look at the top IPTV UK providers, their features, pricing, and what sets them apart.
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
1. Working Title:
What is it called? This can change if you think of something better later
Target Platform:
What media platform/platforms would you release the product on?
Genre:
What sort of a media product is it?
Language / Territories
What countries would you release it in? Would it be suitable worldwide or is it targeted at a specific
population? Is it unsuitable for any cultures or beliefs?
Synopsis / Treatment / Story / How the game plays:
What is your product about? Discuss how it works to communicate a message to the audience?
What is the main message?
One Line SalesPitch:
Sum up your product in one sentence
Style (similar products and graphical style):
What product is yours similar to? Why have you used it for inspiration?
Discuss this in relation to conventions and art style
Audience:
Who is your audience? Be very detailed; age, gender, social status, psychographic etc
Why would your product appeal to this person?
Legal & Ethical Considerations:
Think about any offensive material you will include?
Will you restrict younger audiences engaging with it?
Will it offend any social groups/religions/ethnicities?
How will you ensure you do not offend anyone?
Is your product using characters/names/logos of existing ones?
Will your product be sufficiently different from existing ones to not get sued for copyright
infringement and how have you achieved this?