The document discusses conventions in horror films and how the media product challenges some conventions while adhering to others. It uses techniques like tracking shots and panning to keep the action continuous, though the narrative is less driven by action than most horror. An accidental amplified scene worked well. Eerie sounds were used selectively to focus on dialogue rather than hiding upcoming action. Free online sounds allowed sounds to be included without copyright issues.
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Question 1 Media CW.
1. In what ways does my media product use,
develop or challenge conventions used in
todays media products
2. The Common Conventions of
Horror Films
Through our research (Initial product research) we conducted we
were able to see some common recurring factors in each of our
products. Examples of this would be the high-action camera-work &
almost constant eerie sound laid over the scenes.
Films in Horror are commonly narrative driven with lots of action
sequences to keep the viewer on the edge of their seat when they
watch it.
An example shot from one of our research
Products, 'Jaws'
3. The Cinematography
In our film, I was the Cinematographer and I wanted to try and keep
a high-action feel to our product. I planned on doing this by using
classic techniques such as the tracking shots, panning and wide
shots to keep all the action in the frame. This was to keep the
viewer watching to compensate for our lesser narrative driven
storyline.
I found shooting like this difficult, particularly the tracking shot as it
was my first time using a Dolly. Next time I make a Media Product in
the style of this with high action shots I will be more adept with the
Dolly to do so with this as prior experience.
A Dolly of the same style of the
one used on the day of the shoot
4. The Story
Our Products story does not follow common media product convention in
the horror field. Most Horror products are driven by the actions within the
scenes and not the context or productive value, in our product we tried to
convey a story within the limited time we had and lacked much action but
what action we did have was slightly over-the-top.
During the shoot, several things that we did not have planned happened
which, open to discussion, improved our product. An example of this would
be that the scene where the protagonist flips the tray of biscuits out of a
secondary characters hands, everything goes flying and it amplified the
tension in the scene even though we did not plan for this initially. Next
time, even though this time it worked in our favour, I will try to keep things
more controlled just in case it were to be a negative thing.
The Scene were our 'accident'
Occurred, although turning out better
Than expected.
5. The Sound
Our product follows a limited amount of common media concepts in this
regard. We utilise the eerie sounds used commonly in horror, but we do
not overlay it across the whole sequence. This is so that our viewers would
focus on the dialogue more than what action may be coming which would
make the action more surprising and so that they actually pay attention to
the storyline more over the action.
To get the eerie sounds I used on the product I used free sound database
which is a site which offers free to use sounds under the 'Creative
Commons (2002)' copyright. This was useful because it meant I did not
need to apply for copyright usage of the products & could focus more on
my product. This is a process I will most likely use again the next time I
create a media product unless I can create the sounds myself.
6. The Sound
Our product follows a limited amount of common media concepts in this
regard. We utilise the eerie sounds used commonly in horror, but we do
not overlay it across the whole sequence. This is so that our viewers would
focus on the dialogue more than what action may be coming which would
make the action more surprising and so that they actually pay attention to
the storyline more over the action.
To get the eerie sounds I used on the product I used free sound database
which is a site which offers free to use sounds under the 'Creative
Commons (2002)' copyright. This was useful because it meant I did not
need to apply for copyright usage of the products & could focus more on
my product. This is a process I will most likely use again the next time I
create a media product unless I can create the sounds myself.