In September 2010, I taught a short course on 'Sustaining Independent Filmmaking through the Internet' at Tampere University of Applied Science.
This is lecture 3: Production.
20th Century Fox is one of the six major American film studios known for popular franchises like Star Wars, Ice Age, X-Men, Die Hard, and Alien. A 2009 viral marketing campaign for the film Avatar by Fox and McDonald's received over 4 million users in Europe over several weeks. The campaign involved releasing Avatar toys in McDonald's Happy Meals to appeal to children and use "pester power" to influence parents' decisions. Avatar went on to break box office records, earning over $1 billion in just 17 days and helping News Corp division make a large operating profit.
Curatr is a new e-learning platform that brings together trends in learning and development by allowing users to curate content from around the web, track their learning progress through connected applications, and earn points and achievements through a gamified experience.
The script breakdown outlines 4 scenes showing Barry, James, and Steve smoking drugs in the woods. In scene 1, they are smoking a joint in the woods late in the afternoon. In scene 2, James begins to stumble and puts out the joint, and they start walking out of the woods. In scene 3, they continue walking down the path out of the woods while slightly stumbling. Finally, in scene 4 they walk out of the woods onto a path alongside a road where Barry stands next to a water bottle as it grows darker.
This document introduces four primary characters for a story: Peter Westwood, a shy 17-year-old who likes sports; Reece Bahia, an argumentative 18-year-old who always has to be right; Matthew Powell, an 18-year-old who likes Pokémon and history; and Shane Fellows, a 17-year-old who likes football, music and media. It provides basic biographical information for each character and lists the scenes in which each appears as the story progresses and characters start going missing inside an abandoned gym.
The document outlines an 11-scene, 5-7 minute short film. In the first scene, a man delivers a monologue to a camera in a warehouse. Scene 2 shows an awkward family dinner. In scene 3, the father loses money gambling online and breaks his laptop in frustration. Scene 4 returns to the warehouse, where the father is duct taped to a chair as the man who loaned him money demands repayment. Scene 5 has the father promise to repay his debt. Scene 6 ends with the man shooting the father in the chest. Scenes 7-9 depict the father's experience in purgatory, reflecting on past arguments and losses, before scene 10 shows the thugs collecting his body as the loan
This document provides scene summaries for a short film script including location, time of day, characters, costumes, props, lighting, and other notes. The summaries describe Dylan becoming bored with revision and considering meeting friends, his mother Dawn tidying the kitchen before leaving for the weekend with Dylan's father Michael, Dylan getting drug paraphernalia from his drawer, and his parents driving away while Dylan calls his friends to come over.
Horatio stalks Mia on her way to school, following her down Welham Road. As he follows her, Horatio trips and falls, causing Mia to look at him in disgust while other school pupils laugh and make nasty comments. The scene will feature Leon as Horatio and Jemima as Mia, along with two extras playing laughing school pupils. Horatio will wear stereotypical nerdy clothing while Mia wears grey and red, and Horatio will perform a fall stunt. Basic camera techniques without special effects will be used to film the scene on Welham Road near the school.
This document summarizes a workshop for aspiring indie film producers that teaches how to breakdown scripts into shooting schedules and budgets. The workshop instructs participants on how to fill out character and location breakdown sheets, create a stripboard schedule by grouping scenes by location and time of day, and estimate a budget based on the schedule to determine a potential Kickstarter funding goal. Attendees then work alone or in partners to practice breaking down a sample scene.
20th Century Fox is one of the six major American film studios known for popular franchises like Star Wars, Ice Age, X-Men, Die Hard, and Alien. A 2009 viral marketing campaign for the film Avatar by Fox and McDonald's received over 4 million users in Europe over several weeks. The campaign involved releasing Avatar toys in McDonald's Happy Meals to appeal to children and use "pester power" to influence parents' decisions. Avatar went on to break box office records, earning over $1 billion in just 17 days and helping News Corp division make a large operating profit.
Curatr is a new e-learning platform that brings together trends in learning and development by allowing users to curate content from around the web, track their learning progress through connected applications, and earn points and achievements through a gamified experience.
The script breakdown outlines 4 scenes showing Barry, James, and Steve smoking drugs in the woods. In scene 1, they are smoking a joint in the woods late in the afternoon. In scene 2, James begins to stumble and puts out the joint, and they start walking out of the woods. In scene 3, they continue walking down the path out of the woods while slightly stumbling. Finally, in scene 4 they walk out of the woods onto a path alongside a road where Barry stands next to a water bottle as it grows darker.
This document introduces four primary characters for a story: Peter Westwood, a shy 17-year-old who likes sports; Reece Bahia, an argumentative 18-year-old who always has to be right; Matthew Powell, an 18-year-old who likes Pokémon and history; and Shane Fellows, a 17-year-old who likes football, music and media. It provides basic biographical information for each character and lists the scenes in which each appears as the story progresses and characters start going missing inside an abandoned gym.
The document outlines an 11-scene, 5-7 minute short film. In the first scene, a man delivers a monologue to a camera in a warehouse. Scene 2 shows an awkward family dinner. In scene 3, the father loses money gambling online and breaks his laptop in frustration. Scene 4 returns to the warehouse, where the father is duct taped to a chair as the man who loaned him money demands repayment. Scene 5 has the father promise to repay his debt. Scene 6 ends with the man shooting the father in the chest. Scenes 7-9 depict the father's experience in purgatory, reflecting on past arguments and losses, before scene 10 shows the thugs collecting his body as the loan
This document provides scene summaries for a short film script including location, time of day, characters, costumes, props, lighting, and other notes. The summaries describe Dylan becoming bored with revision and considering meeting friends, his mother Dawn tidying the kitchen before leaving for the weekend with Dylan's father Michael, Dylan getting drug paraphernalia from his drawer, and his parents driving away while Dylan calls his friends to come over.
Horatio stalks Mia on her way to school, following her down Welham Road. As he follows her, Horatio trips and falls, causing Mia to look at him in disgust while other school pupils laugh and make nasty comments. The scene will feature Leon as Horatio and Jemima as Mia, along with two extras playing laughing school pupils. Horatio will wear stereotypical nerdy clothing while Mia wears grey and red, and Horatio will perform a fall stunt. Basic camera techniques without special effects will be used to film the scene on Welham Road near the school.
This document summarizes a workshop for aspiring indie film producers that teaches how to breakdown scripts into shooting schedules and budgets. The workshop instructs participants on how to fill out character and location breakdown sheets, create a stripboard schedule by grouping scenes by location and time of day, and estimate a budget based on the schedule to determine a potential Kickstarter funding goal. Attendees then work alone or in partners to practice breaking down a sample scene.
Presentation for the Digital Communication and Culture program of the University of Sydney, based on Henry Jenkins\' (http://www.henryjenkins.org/) work.
This document discusses the emergence of Web 2.0 storytelling practices that have grown out of new technologies and cultural forms on the Internet. It provides examples of early storytelling online through websites and blogs. It also explores various platforms used for collaborative and transmedia storytelling such as wikis, social networking sites, photo sharing sites, podcasts, and videos. Alternate reality games are discussed as a form of interactive narrative that blurs boundaries between games and stories. Potential futures of Web 2.0 storytelling are considered.
Fan films are a prominent part of franchises with large fan bases like Star Wars and Marvel. Advances in technology have made filmmaking more accessible through affordable cameras and digital editing software. Fan films are distributed online through sites like YouTube and FanFilms.net, allowing them to reach large audiences. Some fan films, like the Star Wars fan film "Ryan Vs Dorkman" which has over 7 million YouTube views, have spawned sequels and inspired other fans. While fan films exist in a legally gray area regarding copyright, they are generally made as non-profit tribute works.
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Avatar was directed by James Cameron and produced by 20th Century Fox. It had a budget of $237 million and was filmed using performance capture technology developed by Cameron. The film was distributed worldwide by 20th Century Fox in December 2009 on over 14,000 screens. It became the highest grossing film of all time with $2.78 billion in global box office sales. While praised for its visual effects, the film also received some criticism for its plot and messaging.
The document analyzes science fiction films and television shows through three eras - modern utopia, science noir, and digital intangible. It discusses the themes, design idioms, and visions of the future portrayed within each era. Key works highlighted include 2001: A Space Odyssey, Blade Runner, Minority Report, and how they shaped expectations and critiques around technology, urban environments, and the integration of digital interfaces. The document also examines how science fiction can be used as an innovation toolkit to explore scenarios and inspire new design approaches.
Transmedia storytelling Narrative strategies, fictional worlds and branding ...Carlos Alberto Scolari
The document discusses transmedia storytelling, which involves telling narratives across multiple media platforms. It provides definitions of transmedia storytelling, comparing it to related concepts. Examples are given of franchises that effectively use transmedia storytelling like Star Wars and 24. Strategies for expanding fictional worlds across media are discussed. The importance of transmedia storytelling for branding and monetization is also covered.
Presented on November 9, 2009 as a part of the Seminar for Historical Administration surrounding the idea of how the changing media landscape has (and will continue to) alter the mission and behaviors of museums around the world.
This document summarizes Liz Rosenthal's presentation at the Danish Film Institute on opportunities in the digital frontier for filmmakers. It discusses how the digital world allows for more direct connections between creators and audiences, more audience participation, and new models for financing, distributing, and engaging with films across multiple platforms through techniques like crowdsourcing, crowdfunding, and cross-media storytelling. Several examples of films and filmmakers using these new digital strategies are provided.
This document provides an overview of gaming and its potential applications for education. It discusses the history and genres of gaming, the growth of virtual worlds and multiplayer online games, and research on how games can be used to develop important skills. The document also examines challenges in integrating games into education and different strategic options institutions have for doing so, such as using off-the-shelf games, faculty-developed games, or partnerships with external organizations.
Should We? Could We? Would We? Films in the Age of Cross-Media ProductionChristy Dena
Keynote presentation at Power to the Pixel, London Film Festival, October 2008. This presentation won't make much sense without the accompanying video, which is now at Blip.tv here: http://powertothepixel.blip.tv/file/1410667/. NTB have also put up audio files of all the talks: http://notthisbody.wordpress.com/2008/10/28/ntb-pttp/
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The document provides instructions for using the HelpWriting.net service to have papers written. It outlines a 5-step process: 1) Create an account with an email and password. 2) Complete a form with paper details, sources, and deadline. 3) Review writer bids and qualifications and place a deposit. 4) Review the completed paper and authorize final payment. 5) Request revisions until satisfied, with a refund option for plagiarism.
Bruce Damer's talk for Serious Virtual Worlds 2008 (Birmingham, UK Sept 2009)Bruce Damer
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Presentation for the Digital Communication and Culture program of the University of Sydney, based on Henry Jenkins\' (http://www.henryjenkins.org/) work.
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1. Using the World Wide Web
to Sustain
Independent Filmmaking
- Production -
2. The Hunt for Gollum
Premiere on 8 May 2009
£3,000 budget (Cast & Crew volunteered)
6.8 million views on YouTube & Dailymotion
11,500 comments on YouTube & Dailymotion
Offline Premiere at London Comic Con
Screenings in Brazil, Switzerland, Spain,
France, Germany, Canada
21. Further Readings
Jon Reiss (2010). Think Outside the Box Office (invaluable; for US market)
Scott Kirsner (2009). Fans, Friends and Followers (lots of good examples)
Dave Evans (2008). Social Media Marketing. An Hour a Day
TrulyFreeFilm.HopeForFilm.com (Ted Hopeʼs Blog)
WorkBookProject.com (DIYDays, New Breed, etc.)
Editor's Notes
Internet allows you to connect to people. Huge Tolkien fan base who would provide Crew and Actors but also Equipment for The Hunt for Gollum. This way, there is no need for Money anymore.
Through Openness, people get together, Share ideas and solve problems - and this on a Global Level. Advantage: Wisdom of the Crowd, rather than the lone super-brain. E.g: YouTube, Wikipedia, Linux, Second Life but also The Hunt for Gollum.
Another example for collaborative filmmaking.
Communities that support collaborative filmmaking.
Internet also speeds up the process of getting film to audience. Greenwald used this to stay on top of events in Afghanistan. He published short interviews immediately. Only later, he edited them together to the typical feature length film.
Tools for Distribution, Marketing and Production of films.
Story is extended online.
Audiences make decisions in story-telling process. They interact with the story. Here: They can click on the map to decide what part of the story (which town, which date, which person?) they are interested in.
Very sophisticated example: http://waterlife.nfb.ca/
A game can be a stand-alone storytelling device or as addition to a film.
Dafur is Dying: Game to understand the Genocide in Dafur.
Make films in a virtual environment (Second Life, YouTube, Archive.org, webcams, betting sites, Pirate Bay, etc.?)
Use multiple media synchronously to tell a story.
Summary: It depends on your goals how you can use the Internet. But there are options to help with most of your problems.