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In what ways does my media product use,
develop or challenge conventions used in
         todays media products
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'
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
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.
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.
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.

More Related Content

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.