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Film, Television & New Media 2019 v1.2 Unit 1 high-level annotated sample response August 2018

Film, Television & New Media 2019 v1.2 Unit 1 high-level annotated sample response August 2018 Foundation project. This sample has been compiled by the QCAA to assist and support teachers to match evidence in student responses to the characteristics described in the assessment objectives .

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Film, Television & New Media 2019 v1.2 Unit 1 high-level annotated sample response August 2018

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  1. Film, Television & New Media 2019 v1.2 Unit 1 high-level annotated sample response August 2018 Foundation project This sample has been compiled by the QCAA to assist and support teachers to match evidence in student responses to the characteristics described in the assessment objectives. Assessment objectives This assessment instrument is used to determine student achievement in the following objectives: 3. construct a treatment and storyboard using the accepted conventions 4. apply relevant terminology and written language conventions in a treatment structure visual, audio and text elements to create a product for a film competition. Note: Objectives 1, 2, 5, 7, 8 and 9 are not assessed in this instrument.

  2. Task • You must design and produce a film for the live action film category of the Screen It film competition held by ACMI. You must include a treatment that outlines how technical and symbolic codes will be used, construct a 12–24 shot storyboard to communicate the narrative idea and then produce a 45-second to 5-minute moving-image media product for the competition.

  3. Sample response — Treatment • Run • Target Audience • This short, stop animation will be rated G. It aims not to confront the target audience but to present the theme of persistence over time. This theme links specifically to the Screen It film competition’s theme of “time”. It will appeal to a large demographic because the video game setting itself will be familiar if not nostalgic to audiences of young to adult audiences. The use of a stop motion animation format also links to the theme of time as object are manipulated in a timeline to give the illusion of movement. • Character development • The protagonist, Ethan, will be confronted with a series of physical challenges which he is unable to overcome. The audience will gradually build respect for Ethan because as the animation proceeds he will place adversity behind him and tries again. • Visual Style • The setting of this animation will be influenced by the popular Super Mario Bros game. This game was a platform video game developed and published by Nintendo in 1983 for the Nintendo Entertainment System home console. In Super Mario Bros, the player controls Mario and his brother, Luigi, as they travel through the Mushroom Kingdom in order to rescue Princess Toadstool from the antagonist, Bowser. As a 2D platform animation, this short stop motion will use a similar visual and audio style – the protagonist will move across the screen in stop motion while the audio will build tension which will be further enhanced by a race against the clock. In line with action video game generic conventions, Ethan will be embedded in an action game which presents gameplay challenges. Response continues on the next page.

  4. Sample response — Treatment • Mood • The stark choice of colour in the background, animated elements and costume will reflect a world which is cold. Stark white tiles will be used in the background to symbolise a world that is cold and hard. Ethan will be shown to be essentially isolated. His voice will be melancholy, his manner passive. Despite the challenges that the world throws at him represented by flames that will appear occasionally, he will remain calm. The green colour of grass in the animation will reflect his reality which is show as him lying on real grass in the opening shot. The colour choices will symbolically reflect these moods. • Representations • Inspiration for the representation of Ethan was drawn from The Truman Show, where Truman, like Ethan is resilient despite being presented with continuous blocks to his progress. This helps to communicate the theme of persistence over time. The main character (Ethan) must survive 30 seconds on this never-ending platform game. On his first attempt, Ethan fails to sustain his pace - only surviving 20 seconds. Like Truman he will keep trying. • Synopsis • The opening scene will start from Ethan’s perspective as he slowly regains consciousness. A point of view shot of his hand is complemented by a blinking vignette indicating blinking. Cutting to him getting up, the audience will see a long shot of Ethan integrated into a video game with animated clouds, cartoonish grass and a “health meter” signifying his wellbeing. He says, “Where am I?” Dialogue will be in the form of speech bubbles. Looking towards the left, he will check his watch. Cutting to a watch, the word “run” will be seen. Lifting his head to see the bigger picture, a close up of his face will register dismay. A grassland, or so he thought, will turn out to be a platform floating in the sky. A peculiar looking object with giant white wings will appears from the distance. The body of this peculiar thing will look just like a computer screen. Animated text will appear letter by letter- 'Tutorial?'. Cutting to a close up of Ethan’s hand hitting the yes button, a robotic voice will begin to talk explaining all he has to do is survive 30 seconds. Response continues on the next page.

  5. Sample response — Treatment • A cross fade to a long shot will reveal Ethan running through the animated background with the winged computer showing a countdown. The ground will begin to collapse. Determined, Ethan will start sprinting. A strong gust of wind will be heard in the audio making it difficult to run. Struggling to stand upright, he will jump across a gap in a path. Missing the jump, Ethan will grab on to the edge with both hands. Unable to sustain his balance, his left arm will lose its grip. Now hanging with his right arm alone - he will fall. A game over graphic and sound will signify he has lost the challenge. • The animation will return to a point of view shot of Ethan on the ground similar to the first shot. Again, he will rise and hit the retry button. For a second time, his jump will land short. With determination and willpower, Ethan will lift himself up. Exhausted, Ethan will close his eyes and say, "how much longer?" Ethan’s voice will then declare that winning or losing are less important than participating. • 820 words Response continues on the next page.

  6. Sample response — Storyboard Title: Run Response continues on the next page.

  7. Sample response — Storyboard Title: Run Response continues on the next page.

  8. Sample response — Storyboard Title: Run Response continues on the next page.

  9. Sample response — Storyboard Title: Run Response continues on the next page.

  10. Sample response — Storyboard Title: Run Response continues on the next page.

  11. Sample response — Storyboard Title: Run Response continues on the next page.

  12. Sample response — Video Title: Run This project is a high-level response because the proposals have been constructed for a moving-image media story by creating a storyboard and treatment using the accepted conventions and structured visual, audio and text elements in a moving-image media project that respond to the theme of time. Hover the mouse over the black rectangle above to show player controls and play video. This video can also be viewed at www.qcaa.qld.edu.au/downloads/portal/media/snr_film_tv_19_foundation_project_run.mp4

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