Friday, 20 November 2015

Our Production Logo/Title card

For our production company title, we chose to make it on Final Cut Pro which allowed us access to multiple different editing tools. 
Our group member, Charlie, went and photographed part of a wood near his house that was close to what we had in mind for our title card. We used the font Grunge as we felt it displayed the genre our production company produced, horror, and chose a cool blue colour to fit with our colour scheme. We also darkened the image, lowered the saturation and reduced the exposure to create a more eerie feel, and found it also emboldened our company name. We overlayed the Gaussian blur over the whole image which we felt was fitting with our genre.












Wednesday, 18 November 2015

Location Scouting

We settled on the idea that our trailer would be set in a forest, the primary setting used in the Slender man games. It was important to find a place not too far away and easily accessible while providing an appropriate atmosphere and mise-en-scene.

The forest/woods we have settled on are situated in Tonbridge and are located near one of our crew's house, meaning we have a base nearby.













Call Sheet

We created a call sheet that is adaptable to each filming session, so both cast and crew knows exactly what is happening and when. This then also gives the crew a record of what was filmed with who and when.

‘ALWAYS WATCHES NO EYES’ TRAILER
Job No: AWNO0-
Call Sheet: 0-
(date)

Production Company:
Trespass Productions

Mob:

Contact:


Client Contact:





Location & Unit Base:

Travel & Parking: 

Production note:

Location note:

Weather:



CALL TIMES:
--:-- – Crew Call
--:-- – Cast Call


CAST:
1. ‘SLENDER MAN’

Mob:

2. ‘MEGAN’

Mob:

3. ‘HARRY’

Mob:

4. ‘JAMIE’

Mob:

5. ‘EMILY’

Mob:

6. ‘HANGING BODY’

Mob:



CREW:
Director:

Mob:

Camera:

Mob:

Production Manager:

Mob:



EQUIPMENT
Camera:
Supplied by Charlotte Morris

Lights:
Supplied by Trespass Productions

Grip:
Supplied by Trespass Productions

Other:
Supplied by Trespass Productions

Props:

Wardrobe:



SCHEDULE:

--:--
Crew call
--:--

--:--

--:--

--:--

--:--

--:--
Wrap

Model Release Form

For our trailer, we require model release forms as our actors will all be under the age of 18 when we begin filming. This is so we have permission to use the footage, required by the law.  

Analysing Horror - Until Dawn

Until Dawn is a interactive survival horror game developed by Sony for PlayStation 4 and released in 2015. The game revolves around a group of friends spending the night at a log cabin on the anniversary of disappearance of two of their friends. As the night progresses, they have to survive a crazed serial killer and something more sinister until dawn. The game employs a technique called the 'Butterfly Effect' - the choices the player makes will carve the story of the rest of the game - and this is incredibly immersive for the player.

I thought that the concept of friends together is similar to ours, and the use of the supernatural Wendigos is similar as well to our use of Slender man. I also feel that the cover for it is something we should use as inspiration for our poster with it's simplistic design that conveys the genre and use of time, and the idea of something sinister and uncontrollable watching their every move.

Analysing Horrors - Dead Silence

Dead Silence is a horror film that was directed by James Wan in 2007. It follows the story of a young man returning to his hometown after the murder of his wife. He believes that a ventriloquist doll that arrived at their house the night of her murder is the reason, and hopes to find answers there. However, what he doesn't realise is that the ventriloquist's ghost is hungry for revenge.

I felt that Dead Silence is very similar to what our film is about, both using the idea of a myth/fairy tale to bring fear. Slender man, of course, is an urban myth created for a competition, and the rhyme in Dead Silence was made for the film to imitate the concept of the Bloody Mary rhyme. I thought the build up of tension was executed well, and the way the audience were thrown into the action almost immediately is similar to our ideas.