Friday, June 3, 2011

Video Jokes

Nathan's Video



Alex's Video

The two joke videos that our group created have contrast and affinity.  The first video, my video, follows the story line of the joke exactly while Alex's video has some changes.  I like the fact that we had one video follow the joke and the other go its own way because it helped us figure out which way worked better.  We decided that my joke worked better because it was easier to follow.  In the first video there was a lot of movement.  Each scene started and ended with the character entering or exiting the shot.  This created movement by making the audience's eyes follow the character and it created a sense of plot movement through out the video.  The second video didn't have as much movement because most of the shots were of the character or characters in one place.  Both videos used space similarly; almost every scene was a tight shot of one character, or just a few, in a small space.  This enabled us to show the character's emotions very well because the audience can always see their faces.  Another element that  the first video had was rhythm.  In multiple shots there we used backgrounds to move the audience's eyes with rhythm across the screen to a certain point.  Another element that we used in both videos was tension and release.  At the end of both videos the character's farting built up tension in the audience, when we revealed the other characters across from him we gave the audience release because they realize what was actually happening and laughed at the joke.  All jokes create tension and release by making the audience think one thing and then tell them another.

Monday, May 30, 2011

Video Game Design Presentation

There are two things within our presentation that I feel could have been changed so that our audience could better understand our game.  One would have been a comparison of the size of our main character to other objects, and the other would have been to play the actual music and sound effects that we would use in our game.
I would have like to compare the character's size to other objects because it would have captured the feeling of the character's struggle better.  Without and reference, the audience can't understand the odds that our character must face to change himself back to his original size.
Showing the audience the soundtrack and sound effects would also have enabled them to understand the weight of the character's difficulties and triumphs.  Without sound, video games would be extremely boring, especially when you are trying to tell a story.

I feel that goals are the hardest concepts to get across to an audience because depending on the story, there could be multiple goals and multiple motivations for reaching those goals.  Without actually showing an audience a game, I feel that it is very hard to express goals unless you lay out the entire story, gameplay, rules, mechanics, and objectives of that game.  Without doing so, the audience has no interest or reference as to how the character will achieve these goals and why he/she wants to achieve them.

Hero vs. Villain

Tuesday, May 17, 2011

Expo Extra Credit


This game is called Gull and you play as a seagull.  I played it for about five minutes and what you do is fly through different shaped hoops and can poop on people.  It definitely played better on the computer than the xbox though.  It was really cool playing a game that students made in the same school that I am in.

Monday, May 9, 2011

Video Game Imagery

Bioshock Infinite Gameplay
I commented on the portion between 4:30-8:30 in the video.
Please pause the video at 5:54 and 7:35 because I comment specifically on those parts of the video.  The reason I have done a separate audio commentary is because I don't know how to import youtube videos into imovie and change them.