IN WHAT WAY DOES YOUR MEDIA PROJECT USE, DEVELOP OR CHALLENGE FORMS AND CONVENTIONS OF REAL MEDIA PRODUCTS?
We have tried to stick to the accepted conventions of a real zombie film. We researched it and found that while George A. Romero’s rules of how he believed a zombie film should be, they are being outdated by the new generation of zombies. During the refilm, we started by sticking to the old school way of doing it – shuffling, brain dead corpses who really aren’t that much of a threat until you were surrounded. These zombies were native to the serious, terrifying style of zombie thriller. It wasn’t until we were half way through filming our second draft before we realised that this was exactly not what we were trying to make. So we switched to the other style of zombie. The new generation. They are fast and require a lot more fighting on the humans behalf and go hand in hand with the comedy zombie films such as Zombieland. So we decided to adopt and make use this convention of zombie film as we have stated repeatedly throughout the process that we want it to be funny.
For this question, when I talk about George A. Romero's conventions of a traditional zombie film I will show a clip of the zombies from Day of the Dead: [insert clip]
And again, when I talk about Zombieland, I will show a clip as an example of the new generation zombies featured in Zombieland:
[insert clip]
When I talk about our versions, I will show an example of traditional zombies in our first draft and new generation zombies in our second draft:
[insert clips]
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WHAT HAVE YOU LEARNT ABOUT TECHNOLOGIES FROM THE PROCESS OF CONSTRUCTING THIS MEDIA PRODUCT?
We used a range of technologies to create our film opening such as the film editing software, sony vegas and adobe premiere elements, both of which i have used before for my own personal projects, but which everyone else was new to. We also used audacity for the voice over bits, the last time we had used this was at least three years ago so it took us a while to get to know it again. While using this, we learnt that you need to be very close to the microphone to get any kind of noise and also that it is better to make the noise loud in the first place than have it quieter and make it louder because it distorts much quicker as you turn the volume up. We also learnt that there is a very noticably difference between high definition and standard definition, which is apparent when you look at the quality of the first draft of our film and the second.
For this question, I will show screen prints of each piece of software I talk about, sometimes in context of my blog:
The points that I will talk about for the joint question are:
- organisation
- time scale