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#you probably know which shot im talking about its a very physically imposing shot its impressive it conveys so much about supermans power
spector · 1 year
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You have peaked my curiosity. I’ve never really seen any zack snyder movies but what makes them so bad? Not even just bad but fascist? 👀
ive always disliked zack snyder on like a very deep GUT level, i could never articulate what it is that makes his movie so.. hard to digest, but then i stumbled across maggie mae fish's series of video essays on him and she WENT IN, more in depth than i could ever go in (having seen only a few of his movies). she goes after his entire filmography and just. shows that this man has no idea what he's trying to convey, something is always lost in translation and its because he himself lacks emotional depth to engage with the characters, the script or the audience.
i remember when i first watched bvs and it really was like slowly bleeding out, we watched the 3h version and by the end of it, i was just. so exhausted. it was so long and yet nothing has occurred. zero sum movie. it poisoned me with its bombastic uselessness.
also his color grading sucks. like, i know hes not in the editing booth himself but he definitely pushes his poor editors to do the worst color grading in forever.
ANYWAYS, i recommend this series of video essays and maggie mae fish in general, she has some bangers i think
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ualscout · 5 years
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Captain's Log: No One
I did roughly 8 hours of field research for this project. If that doesn’t show how hyped I was, I don’t know what does. 
We were told to go to the British Museum to take notes and sketches of artifacts that interested us. We’d then incorporate our research into our first animatic by centering/including the artifact in a story. The British Museum is a pretty fukken big museum, host to artifacts from cultures all over the world. I was gonna be there a while. 
My first area of interest was the Ancient Egypt section. Even thought it was packed, I took a lot of sketches and notes on stuff I could picture as the centerpiece of a story- a means of congregating or hosting. For instance, a lot of libations bowls that would be used by many people a day who visited a temple took my interest, or the towering sarcophagi that looked way too big for only one person. I initially didn’t want the artifact to become the character, but to assist the characters interacting with it. That way, I could tell a story around it. 
My next stop was the Ancient Greece section. As a kid, I knew everything about greek mythos. It’s a religion not only with multiple gods, but fatally flawed gods is so interesting to me. I took a lot of notes, but most of the notes ended up being around the story as opposed to the aesthetic of the artifact. The Greeks shared an area with the Romans, so I took some notes there as well. I moved onto Ancient Asia. There was a lot of interesting material, I liked to look at the jade crystal carvings and imagine the cronch from biting down on one. They had interesting masks, but not too much stood out to me in there. As I spent more time in the museum, the more monotonous everything got. I don’t think it’s the cultures being repetitive, but it does show how humanity fixates on very similar topics, even beyond cultural barriers. Kind of like parallel evolution. Where I really started to find my spark was Ancient Europe and Scandinavia. Aesthetically and mythologically, I love vikings. Pagan traditions are really cool as well, it all just seems so foreign to me (we don’t learn much about it in American schools). Stuff was interesting me again, but nothing was really catching my eye… Until I was being ushered out of the museum at closing time. I saw a deer skull, the antlers still attached, with holes drilled in.
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It was from Star Carr. Made of red deer skull, it served as a headpiece and is among the oldest evidences of shamanic religion. It seemed so unsettling in an ancient and earthy way on its own, the idea of someone wearing it intrigued me. Coming home, I started on three base ideas to bring into class. The first was using an ancient viking mirror as a gateway between an eldritch horror and a young adult who’s distant grandmother just passed away and received the mirror as inheritance… except the eldritch horror acts like an elderly guy with clearly racist beliefs but trying to seem like he doesn’t. They talk by fogging up the mirror and writing. 
The second was two people arguing over who would win in a fight: a person on horseback or a centaur. Inspired by the fact that any times centaurs are featured in art, they’re always fighting a human. Even after writing a rough script for it, I don’t know who would win. 
The last idea was using the mask I found. I liked the idea of it holding an ancient spirit tasked with protecting a humanity that has long since forgotten its existence. I also liked the idea of it being able to possess other living creatures. Not sure if I wanted it to be horror or not, but it would certainly be unsettling. You can probably tell which idea I went with. 
Today, we wrote a script. This is the only area I have any expertise in. My script ended up being 10 or so pages of screen direction and character building, but I finished the dialogue as well. 
The story follows three hikers who venture into some Scandinavian woods on a backpacking trip. Haak is the most serious and the leader, he has the most survival skills out of the group. Maya is the prankster of the crew, but is just as experienced as Haak. Robyn is the physically weakest character, often scared by everything and unnerved by the surroundings. The characters leave their car and enter the woods, but not before trying to make sense of the cryptic writing on the worn and torn trailhead. Robyn is the only one who seems to pay any mind to it. As the group start, a narrator that could be Robyn starts speaking about “tales for a trip through the woods.” The tips start out as actual advice one would use for a backpacking trip, like packing extra food and always having a map, but slowly get more cryptic and unsettling. The characters make their way through the assortment of settings in the woods, focusing more on the nature around them instead of what the group is doing. As the tips get more cryptic, saying stuff like “it may seem like the trees are following you, they’re just keeping an eye on you” and “be grateful you don’t know what’s under the dirt, pray you never find out,” the forest seems to retaliate against the characters. For instance, they get lost and double cross an area they’ve already been in, get haunted by the eyes on the birch trees, and more. Eventually, it all leads up to a normal bear attack being an Ursa Major, a bear with stars in its pelt and no need to hold a solid corporeal form. Haak and Maya get struck down by the bear after supposedly subduing it. As it’s coming for Robyn, Robyn backs up into the form that was following from beginning. The head is out of shot, but it puts a strange headpiece on Robyn, and allows Robyn to fight back against the bear. Once the fight is over, Robyn is faced with the ancient spirit who saved them- a towering, scraggly figure made of twigs and forest materials. It’s creepy to look at, and was framed at the start to be the creature tormenting the group. The creature reaches out and touches Robyn’s forehead, using their body to say verbally “no one believes in you, you should believe in yourself, too.” In Robyn’s voice. The next scene happens where the group dropped the car off, Haak blinking back to consciousness. Somehow, Robyn saved them, and Haak passes out again knowing they’ll be okay. Help arrives as Robyn looks back at No One for the final time as the spirit disappears into the forest. 
The idea is how humans have interacted with and continue to interact with nature. The reality is the forest provides, but it does not protect. People putting faith in the old gods to protect them is a tradition long dead with history, but the idea of this god still holding onto life for the soul purpose of protecting those who may wander into its domain is a very human story, even if it’s behind a creepy mask with origins we don’t entirely understand. It’s inspired by my love of hiking and nature, I actually work in the summer as a camp counselor at a ranch that takes our campers backpacking on the weekends. Each of the human characters show some kind of recurring theme I see in the people I go on these hikes with, and some are named after them. I think drawing the sets and characters for this will be pretty fun, I look forward to it. 
Character design is up next. I started with Robyn, the rest of the characters would follow in style. 
I wanted Robyn to have a very childish look, but not dumb childish. Like a smart bookworm who has no idea how to survive outside a library, much less civilization. However, Robyn couldn’t look like they thrived in society either. They should be a shy nerd who’s out of their element everywhere, not just in the wild, which just makes being in the outdoors that much more terrible. I also wanted Robyn to come off as genderless so anyone could relate to them. The story isn’t about their gender or age (even though in cannon the characters are in college/university/living on their own, but the style still makes them look like children… oh well) it’s about the forest and how they interact with it. 
I had a hard time getting a grip on the style I wanted, everything seemed so forced and I was never happy with what I drew. I kept erasing and redoing and changing without keeping anything. About halfway through the day, I was still only half a character sketch page done and feeling quite hopeless. I realized I was trying to be perfect on a sheet that wasn’t supposed to be. It Sucked… but I figured out the style I wanted. The t-shirt and swishy basketball shorts is the epitome of beginner hiker attire. I stopped caring so much about the quality of the drawings and just started drawing action poses. 
The next most important character would be No One. I had a lot more fun playing with No One’s design, probably because I didn’t have to make it look human. I wanted to make them look imposing, scary, but made of the environment. Like, with clothes of moss and litchin. Almost stitched together. I played with making them tall, wider, hunched over, in layers. The hardest choice I had to make was the horn shape. I pulled a lot of references from different horned creatures even though the original skull was a red deer. 
Eventually, I came up with final designs for both. I made up Haak and Maya while storyboarding, their designs were simple and based on real people, like their personalities. No worries ‘bout that. Their character models followed the base Robyn’s exploration found. 
Next, storyboarding. I spent so much goddamn time in storyboarding. Not too much happened, but I did like plotting out everything. I realized I can pretty easily plot out the setting and where the characters are in relation to each other then manipulate the camera as needed. Pretty nifty. The only problem is 1. Im bad at drawing and 2. Drawing the same thing over and over again kinda sucks. I spent a lot of time designing the varying backgrounds the characters would walk through and played with how the forest would interact with them. For instance, what if a path suddenly changed or wasn’t visible on the second cross through? What if you could see the reflections of eyes in the cave shadows before the characters entered? 
The idea originally started over the summer. I was hiking through a birch forest and noticed the markings on the white bark looked a lot like eyes… what if they were watching while you passed by? I let this fuel my imagination and inspire the script. I liked playing with where mystery or malice could hide in the forest, which is a lot of places. Sure, people generally feel threatened by the animals, but the terrain is arguably more dangerous. I didn’t want to introduce a wildlife enemy until the climax, or it would just make it less impactful. If a wild animal is revealed to be evil, it gives another face to the force tormenting them, which takes away from the little cameo No One gets at the start. 
Nothing really important happened over the storyboarding period. Just little epiphanies. I realized I got better at drawing the characters and much quicker at it as time went on. I spent a lot of time editing shots and order, which is why the storyboards are messy AF. Made me feel kind of self conscious because everyone at my table had works of art for storyboards, but whatever. They’re supposed to be tools. I also made the very stupid choice to go over every single goddamn board in digital. It was hell. Next time, I’ll probably do everything digitally… 
Capturing audio was hard not only because of the location but because of the season. For instance, I need cricket sounds, nature sounds, car sounds (that I could control), and quiet crisp sounds. Too bad I go to school and live on a street that’s triangulated by a fire station, police station, and hospital. And everyone seems to be lighting things on fire, getting crimed, or dying. 
I got what sounds I could, but I had a fun time recording with everyone. It was the first time the class was forced out of their comfort zones and made to talk to the people outside their tables. It was a welcome change and I met some cool people. We would talk about what sounds we needed in our stories and whenever we realized how to get that sound it was a group epiphany with excitement. Too bad nowhere in Camberwell is quiet. 
Instead of having one of them narrate my lines, I just did them myself at home with my own microphone. It was just easier because I knew what tone I wanted this character to be. In terms of pitch, I just edited it in Audacity. The quality of it didn’t matter, because it wasn’t supposed to be exactly human. I played with it being lower pitched, but if I wanted to make it seem like Robyn was the real narrator, I would need it to be higher. It sounds pretty close to what I wanted- hollow, indifferent, but all-knowing and wise beyond the years the voice should belong to. 
I knew from the start I wanted one of two songs in the soundtrack, even though Joe said no songs… sorry, but I envisioned it with this music, it wasn’t structured around it but it was structured with it. Both are the instrumentals behind the songs, so there’s no words, but I did make a playlist of music I wanted to inspire this animatic with at the start. Both songs were at the top. The first song is “Welcome Home, Son” by Radical Face. It’s got a steady beat, good organic guitar, piano, and what sounds like bells. It’s got a REI feel to it (and I’m realizing now that you don’t know what REI is, probably… but I’m keeping the comparison because it’s true) which is kind of like adventuring somewhere greater than yourself, understanding the greatness of it, being slightly scared of it. Like you’re on a quest with no destination. Like facing the mortality and insignificance of yourself in this vast and wondrous world, but instead of fleeing in fear or rejecting the fear, accepting it and finding a home in it. The background vocals add to the feeling of humanity that’s not quite ‘human’ but when tested it tended to mess up the dialogue. The sound of bells and wind chimes was nice, like a feeling of emptiness or forgotten home. Just all around a great song. Also there’s a wind sound effect, like it’s blowing through the trees outside the mouth of a cave. I just think it’s neat and put it at the beginning. 
The other song was “New Slang” by The Shins. It has a similar feeling to “Welcome Home, Son” but not quite as adventurous. Much like the song lyrics say, “Gold teeth and a curse for this town were all in my mouth, only I don’t know how they got out, dear…” it’s about returning home with a bittersweet feeling, somewhere you don’t quite belong, but desperately want to. The simple guitar strumming and bass feel melancholy, and the calm electric guitar (never thought I’d say that pair of words together) just make it seem like an amble through the old woods in the backyard of your childhood home, visiting the old treehouse, and sitting in it alone as you remember back to when you weren’t alone in it and much smaller. The simplicity of the song adds less of a dramatic tone and a more organic and realistic one. It’s also more comforting than “Welcome Home, Son” due to less swells and changes in the sounds. It also has background vocals, but they’re much more human and less dramatic, they almost sound like a mourning wolf separated from his pack, but his calls go unanswered. The thing is the runtime is 1/2 that of “Welcome Home, Son”… The middle section, when edited, made up about 4 minutes. 
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I played with both and enjoyed both results a lot. The music starts as they enter the forest and the narration starts, following them as they go on their adventure. It’s supposed to show that time’s passing like a montage, but also ends up showing how the danger is real and haunting when Ursa Major awakens in the bear. 
My biggest issue while editing the animatic was sound design after the music cuts out. It ends at the perfect moment and even follows the story beats of the end, but after that I just had the haunting silence of the forest and the sound of the nature around the characters in which I had to put a dramatic fight scene. I didn’t want to bring the music back until No One revealed themselves to Robyn to show the connection had finally been made, but the fight scene between Robyn and Ursa Major was so empty… It felt like I was just layering bear grunts and damage sounds over dynamic shots, but it wasn’t translating as tense, it was just awkward. I also had trouble with selecting what sounds were real. Robyn doesn’t make any verbal sound, the only sound to come from Robyn is their footfalls and how they interact with the environment. I should have made more steady rules with how Robyn and the other characters are present outside of the middle montage.  
Actually while I’m writing this I realized I could restart the music and have it cut back out once No One takes back their face… fuck.
So, what did I learn from this? That I storyboarded way too fucking much and made way too many fucking characters. I was told all throughout diagnostic to be free and reach for the stars, especially in communication, but the reality is in trying to tell the story I wanted I ended up drowning myself in work. 
I really loved writing this story, though. That’s my favorite part of anything. Writing is the ONLY skill I have over everyone else, and I WILL flex on everyone when I get the chance. It was just too big of a story for right now. I mean, I got everything from a single deer skull, it didn’t seem like much at the time… Maybe when I’m better at all of this, I’ll revisit it and make it more like I pictured in my head. I felt like epiphanies kept coming to me as I was writing the script, but as time went on and I had to plan it, I would get too caught up in the details. I love preproduction though. Like, a lot. That’s for sure my favorite part of making animation and film. Just figuring out where everything goes and how it all works together is just so satisfying and I really enjoy it. A bonus is it doesn’t have to look like Perfect Art, either. The fact that it doesn’t look perfect is one of my greatest insecurities, but it’s something I’ll have to get over, and it’s easier to get over it if it’s forgivable/expected. I know once we do actual animation, it’ll just be harder to make longer stories and I won’t know how to cut down on it all… but whatever. I’ve always had a problem writing too much, so that’s just something I’ll have to learn to manage. I’ll try and do better next time. I was really tempted to make this a comedy, like I always do, but I didn’t. I made something serious for once, and it didn’t end up as I imagined, but it got close enough. 
That’s a victory Royale. 
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