2. Course Description: L 0 T 0 P4
―AFT58- Visual Narrative Development.‖ is a basic foundation for
writing course in clubbed form may be in the form of animation film
design or game design means script writing ,game documentation
or software design in the the form of SRS document.
These fundamental concepts provide a basis for all the design/art
disciplines as they are applied by the students regardless of their
major area of interest.
This course is base of preparatory documentation course of this
discipline.
3. Course Outcome:
analyze story and character development with reference to how
animated film differs
describe elements of animated film construction (set-up,
development/climax, ending etc
develop an original idea from concept through to story reel.
apply different approaches to storytelling
4.
5. Four Cs of 21st Century Skills:
1.COLLABORATOR- Working with others
2.COMMUNICATOR- Understanding and communicating Ideas
3.CRITICAL THINKER- Solving Problems
4.CREATOR- Producing High Quality work
IN BLOOM TAXANOMY :These are higher order of thinking in order of thinking
DEPTH OF LEVEL
DOK- leve1=Recall and Reproduction
DOK-level2= Skills and Concept
DOK-level3 =Strategic Thinking
DOK-level4= Extended Thinking
6. What is DOK level
CREATING
EVALUATING
ANALYZING
APPLYING
UNDERSTANDING
REMEMBERING
HIGHER ORDER OF THINKING LEVEL
8. Why Study software and design
engineering ?
To acquire skill to develop large program and design
Exponential growth in complexity and difficulty level with size
Proverb "One thorn of experience is worth wilderness of warning‖
Ability to solve problems
How to break large project into smaller and manageable parts ?
DESIGN CRISES
Fail to meet user requirement
Frequently crash
Expensive
Difficult to alter, debug and enhance
Often delivered late
Use resources non-optimally
10. DOCUMENTATION OF DESIGN
SRS (Software Requirement
Specification)-
http://www.jaysonjc.com/progr
amming/how-to-write-a-
software-requirements-
specification-srs-
document.html
Software Design / Website
Design
Game Design GDD(Game Design
Document )-
https://www.gamasutra.com
/view/feature/131632/creatin
g_a_great_design_document
.php
Animation Film Design Script Writing for Any Film
/Animation Film
https://www.finaldraft.com/le
11. SRS (Software Requirement
Specification)-
Software Requirement Specification (SRS) document usually
contains a software vendor‘s understanding of a customer‘s
software requirements.
This document ensures that the software vendor and the customer
are in agreement as to the features required in the software system
being built.
SRS is created after the initial requirement elicitation phase in which
Software vendor interacts with the customer to understand the
software needs.
Usually SRS documentation is prepared by a business analyst who
has some technical background
12. SRS (Software Requirement
Specification)-
Usually SRS documentation is prepared by a business analyst who
has some technical background
An SRS is written in precise, clear and plain language so that it can
be reviewed by a business analyst or customer representative with
minimal technical expertise. However it also contains analytical
models (use case diagrams, entity relationship diagrams, data
dictionary etc.) which can be used for the detailed design and the
development of the software system.
SRS is one of the most critical pieces of software development since
it acts as the bridge betweens the software developers and business
analysts. An incomplete or incorrect SRS can have disastrous effects
on a software project.
13. Game Design Documentation
A game design document (often abbreviated GDD) is a highly
descriptive living design document of the design for a video game.
A GDD is created and edited by the development team and it is
primarily used in the video game industry to organize efforts within a
development team.
Will be study in details in further
14. Screen Play Writing/Script Writing
Screenplays written with a typical word-processing program or a
free web-based screenplay template can‘t be used in professional
film productions.
They often must be retyped or have to go through a complicated
conversion process to get them ready for production.
Screenplays written in Final Draft and saved in the FDX format are
ready for professional use.
15. Content
YOU AND THE CREATIVE PROCESS
a. The journey of the self
b. Wanting to tell stories
c. Self-exposure and giving support
d. What is therapy and what is art?
e. What stories mean
f. Theme and variation
g. Just do it
h. Outline and expansion
i. Collaboration
16. YOU AND THE CREATIVE PROCESS
How to develop New Version of Self
Count your Age : So, Don‘t be dead -wood (Judd –Chetan)
Visualization of your self : Each one of you is ca[able of multiplying
your self results in 10x,100x or even 1000x
Make your luck
L-Labour
U-Under
C-Correct
K-Knowledge
17. YOU AND THE CREATIVE PROCESS
According to me and our scripture ,Human is the organism which is
centre of all universe, where it can go any where ,whatever he
wants, can create a new universe
You will have
Earning is proportional to learning
When learning is converted into performance
So learning is always a good orientation
COLLABORATE
CREATE
EXPRESS
LEARN
CHOOSE
P
O
W
E
R
18. YOU AND THE CREATIVE PROCESS
My responsibility as teacher is
To INSPIRE
To MOTIVATE
To GUIDE
To GROOM
To HELP TO ARCHIEVE THEIR GOAL
NO GOAL –NO MOTIVATION
MOTIVATION IS GOAL ORIENTATION
ROOTS-
CHARACTER
TREE-
COMPETENCE
FRUITS-
CONTRIBUTION
20. LETS SEE SOME PSHYCOLOGICAL
FACTOR OF LEARNING
APPROPRIATE LEARNING MINDSET
GROWTH MINDSET
HIGH SELF EFFICIENCY
SENSE OF BELONGINGNESS
SENSE THAT CLASS GOAL ARE VLUABLE
AWARE NESS OF MISCONCEPTION OR SHORTCOMING IN KNOWLEDGE
REALISATION OF LIMITATION OF NEW KNOWLEDGE
21. LETS SEE SOME PSHYCOLOGICAL
FACTOR OF LEARNING
YOURS FEAR AND MISTRUST
GRADING CRITERIA ARE ARBITRARY AND BIASED
TEACHER IS JUDGING ME AS A PERSON
READING AND ASSIGMENTS ARE POINTLESS
THERE IS NO RELATIONSHIP BETWEEN MY GRADE AND MY EFFORTS
DEVELOPING A MIND SET FOR LEARNING
HAVE A GOOD IDEA OF EXISTING LEVEL OF SKILL AND KNOWLEDGE
YOU SHOULD HAVE PRIOR KNOWLEDGE ( MIX OF ACCURATE INFORMATION
,SIMPLIFIED INFORMATION,MISCONCEPTION AND GAPS IN UNDERSTANDING)
22. LETS SEE SOME PSHYCOLOGICAL
FACTOR OF LEARNING
MISCONCEPTION
WE USE ONLY 10% OF OUR BRAIN CAPACITY
PEOPLE BECOME BLIND, THEIR HEARING BECOMES MORE SENSITIVE TO
COMPENSATE
MISSCONCEPTION IS VERY HARD TO ERASE IF EXISTS IN CONCIOUS MIND
WHICH MAKES BELIEVE AND VALUE
THERE IS NO RELATIONSHIP BETWEEN MY GRADE AND MY EFFORTS
BASIC LEARNING MODEL
OBSERVE-IMITATE- REPEAT or Read –Write -Remember
LIFE SKILL:( 85%) 1. Expression 2. Emotional maturity 3.Personal productivity
TECHNICAL SKILL (15%): Create new and better, cheaper faster easier, user and
environment friendly
23. LETS SEE SOME PSHYCOLOGICAL
FACTOR OF LEARNING
ADVANCE LEARNING MODEL
THINK- IMAGINE- EXPERIMENT- IMPROVE
PICKING POINT
Inner question(why ,what, how)
Left brain to right brain
Learn and unlearn
Think- imagine and improve
BASIC THINKS 1.Passion 2.Research 3. Capability 4.Jack of All 5.Mastry of One
25. CREATE YOUR OWN STORY
a. Generate an IDEA!
b. Developing a premise
c. Title
d. Theme
e. Logline
f. Treatment
SCRIPT
a. Script Elements
b. Formatting guidelines
c. Format Sample
26. How to Structure A Story: The Eight-
Point Arc
You‘re a short story writer or flash fiction writer rather than a novelist, this
structure still applies, so don‘t be put off by the title of Watts‘ book.
The eight points which Watts lists are, in order:
1. Stasis
2. Trigger
3. The quest
4. Surprise
5. Critical choice
6. Climax
7. Reversal
8. Resolution
27. 1. Stasis
This is the ―every day life‖ in which the story is set. Think of Cinderella
sweeping the ashes, Jack (of Beanstalk fame) living in poverty with
his mum and a cow, or Harry Potter living with the Dursley‘s.
2.Trigger
Something beyond the control of the protagonist (hero/heroine) is
the trigger which sparks off the story. A fairy godmother appears,
someone pays in magic beans not gold, a mysterious letter arrives
… you get the picture.
3.The quest
The trigger results in a quest – an unpleasant trigger (e.g. a
protagonist losing his job) might involve a quest to return to the
status quo; a pleasant trigger (e.g. finding a treasure map) means a
quest to maintain or increase the new pleasant state.
Structure of A STORY
28. 4. Surprise
This stage involves not one but several elements, and takes up most of
the middle part of the story. ―Surprise‖ includes pleasant events, but more
often means obstacles, complications, conflict and trouble for the
protagonist.
Watts emphasises that surprises shouldn‘t be too random or too
predictable – they need to be unexpected, but plausible/apealable. The
reader has to think ―I should have seen that coming!‖
Structure of A STORY
29. 5. Critical choice
At some stage, your protagonist needs to make a crucial decision; a
critical choice. This is often when we find out exactly who a character is,
as real personalities are revealed at moments of high stress. Watts stresses
that this has to be a decision by the character to take a particular path –
not just something that happens by chance.
In many classic stories, the ―critical choice‖ involves choosing between a
good, but hard, path and a bad, but easy, one.
In tragedies, the unhappy ending often stems from a character making
the wrong choice at this point – Romeo poisoning himself on seeing Juliet
supposedly dead, for example.
Structure of A STORY
30. 6.Climax
The critical choice(s) made by your protagonist need to result in the
climax, the highest peak of tension, in your story.
For some stories, this could be the firing squad levelling their guns to
shoot, a battle commencing, a high-speed chase or something equally
dramatic. In other stories, the climax could be a huge argument
between a husband and wife, or a playground fight between children, or
Cinderella and the Ugly Sisters trying on the glass slipper.
7.Reversal
The reversal should be the consequence of the critical choice and the
climax, and it should change the status of the characters – especially
your protagonist. For example, a downtrodden wife might leave her
husband after a row; a bullied child might stand up for a fellow victim
and realise that the bully no longer has any power over him; Cinderella
might be recognised by the prince.
Structure of A STORY
31. Your story reversals should be inevitable and probable. Nothing should
happen for no reason, changes in status should not fall out of the sky. The
story should unfold as life unfolds: relentlessly, implacably, and plausibly.
8.Resolution
The resolution is a return to a fresh stasis – one where the characters
should be changed, wiser and enlightened, but where the story being
told is complete.
(You can always start off a new story, a sequel, with another trigger…)
I‘ve only covered Watts‘ eight-point arc in brief here. In the book, he
gives several examples of how the eight-point arc applies to various
stories. He also explains how a longer story (such as a novel) should
include arcs-within-arcs – subplots and scenes where the same eight-
point structure is followed, but at a more minor level than for the arc of
the entire story.
Structure of A STORY
32. END YOUR NOVEL/STORY
THE CIRCULAR ENDING:
It is the story that does a full circle and comes back to the beginning
THE MORAL ENDING
It is ending where by you see the character’s growth throughout the story or novel and how far
they have some.
THE SURPRISE ENDING
Is where the story takes us to a place we least expected
THE CAPTURE EMOTION ENDING
Leaves the reader feeling emotional, whether that be happy or sad
for the characters and the story
33. END YOUR NOVEL / STORY
THE REFLECTION ENDING
Where the character looks at everything they have achieved, experience and gone through.
THE CLIEF- HANGER ENDING
It is very common in novel or story series’s and is an ending that leaves the reader on the edge
of their seat.
THE HUMOUR ENDING
Leaves the reader laughing at a line or an inside joke to the story.
THE QUESTION ENDING
It is an ending thet leave the reader thinking about what is going to happen next.
THE IMAGE ENDING
It is an ending that puts the show don’t tell rule to good use and describe a scene
THE DIALOGUE ENDING
It is and ending that finishes with dialog from a character
34. Tone – creepy, light-hearted, sentimental, etc. – what will the audience
feel?
SHAPE OF STORY- example triangular love story, square shape, straight
ahead, spiral shape, circular whatever you want to make story..
Main Character – what does a viewer think about your main character?
Subject Matter – is the film set in the world of nuclear physics or beauty
pageants?
Hooks – outside of plot and approach, what unique elements are there?
Special Interests – does the film encroach on a world outside of itself?
Source Material – is the film based on a book, short film or YouTube
channel?
35. WHAT IS GAME NARRATIVE ?
TRADINATIONAL NARRATIVE
Hero is called to action
Through a series of events
And strives to overcome challenges
To achieve their goal
GAME NARRATIVE
The Player(Hero) have to perform action
That influence the events
Learn to master the system/rules(challenges)
To achieve their goal
37. Initial Write Up
Premise - GO NUTS FOR 10 MINUTES
Player role- IS THE PLAYER SUPPOSED TO BE CHARACTER
Player goal- SIMPLE AND REALIBLE
Player conflict- WHAT OBSTACLE ARE IN PLAYER WAY,WHAT ARE THE BARRIER TO VICTORY
Player choice- TOUGH, MEANINGFUL ,STRATEGIC,TACTICAL
Player action- WHAT ARE PLAYER REGULAR VERBS
Resources- what are player world ,can use? Simple to understand but elegant, to give
opportunity and challenges.
Game events what short of change take place? Are these changes scheduled or big
milestone ,Is there an end ?
38. BUILDING THE STORY
Show the player their goal
Give meaning to the rules
Use characters as resources events and conflict
Grow the story events around the action
CUTS THE STORY POINT THAT DON‘T
Reference or show case goal
Call the player to the action
Give player feedback for their choice
Provide a break /reward at every heavy action
39. Major platform categories of video
game
Console:A game-playing box that connects to a television set or monitor, with a handheld
controller for gameplay—such as the Wii, Xbox, or PlayStation (each platform having its own
proprietary systems that aren‘t compatible with other platforms)
Handhelds: Such as the Game Boy, PlayStation Portable (PSP), or any game-playing device that is its
own independent system that can be held in the hands while played
Mobile, wireless,Wi-Fi (wireless fidelity): Cell phones, PDAs (personal digital assistants),
and other mobile/wireless devices
PC: A desktop computer or laptop (further divided into computers using Windows,
Apple, and Linux operating systems)
Web-based games: Use the Internet and/or World Wide Web (and are therefore
widely accessible to any computer)
40. Major videogame categories
Adventure, action-adventure (Prince of Persia, Splinter Cell)
Arcade games:-Games made specifically for large, stand-alone game-playing
machines with a screen and a panel of buttons or other game-playing controls.
They provide a set amount of game time for coins or tokens. So named because
they are usually found in arcades.They are only a tiny slice of the market at this
point.
Casual( Board game, card game, casino game
Educational: Zoo Tycoon, I Spy Fantasy.
FPS (first-person shooters):
MMOG (massively multiplayer online games)or MMORPG (massivelymultiplayer
online role-playing games)
RPG (role-playing games):A game in which the player plays the role of a
particular character from a third-person perspective Ex -Final Fantasy
RTS (real-time strategy): A game that progresses in ―real time‖ as the player
plays, so that the action is continuous. Ex- Star-craft
41. Major videogame categories
Sandbox:A sandbox game provides the player with a virtual space or
environment, provides a lot of ―toys‖ (objects, items that can be used), possibly
some story, and then gives the player total freedom (as much as is possible) to
do anything at any time to anyone or anything within that virtual environment.
Sims (simulators):The idea of a sim game is to create a virtual reality in which the
player has various levels of control over how that virtual reality evolves
Sports: FIFA ,VIRTUA TENNIS…
This doesn‘t cover every type of game out there, plus there will be games that
combine elements of two or more types, but these are the significant categories
42. Create your own story
Generate an IDEA
Draw on ideas and inspiration around you to help develop a strong idea.
Developing a premise
1.Title: Name the film. This doesn‗t have to be the film‗s final title, but
a strong working title can help maintain focus of what the story is about.
(1–5 words).
2.Theme: What is the ―moral of the story?‖ Beneath the story, plot,
characters, and genre, what is the message you want to convey to the
audience after they finish watching the movie? Make sure that every
scene, every moment, and every character supports this theme. If you
ever encounter writer‗s block, or don‗t know where a scene should go,
refer to the theme and write a scenario that supports it. (5–15 words).
43. Developing a premise
3.Logline: Describe the good guy, the bad guy, the setting, and the conflict.
The logline is the basic premise of what the movie is about. Think about
what a movie reviewer would write up in the newspaper when trying to
describe the premise of the film in a clear, concise manner. After you
describe the, who, what, why, when, and where, be sure to identify the
conflict, or there‗s no story. (15–25 words).
4.Treatment: The treatment is a short-story form of the movie that describes
what happens from the beginning to the end of the fi lm. It reads like a
novel and serves as an easy way for the writer to understand the
characters and events as they appear in the movie. Treatments are
valuable writing tools that allow the writer to work out the story points in a
short form before moving on to write the longer script. ( 2–3 pages).
44. Generate an IDEA:
Do you want the movie to make money?
Then develop a concept around the industry standard formula, with marketable
actors, a tight three-act structure, and high production values. This can be the most
expensive option.
Do you want to make a movie for the educational experience? If you want to learn
filmmaking or practice your craft, produce a short fi lm and know that you won‘t
recoup your investment.
Do you want to make art?
Producing an artistic fi lm that defies traditional Hollywood convention is risky
because distributors tend to shy away from films they can‘t easily explain to
viewers. If picked up for distribution, most art films will find homes in small art
theaters and possibly on home video, although the odds of generating a profit are
slim.
45. Draw on ideas and inspiration around you to help develop a strong
idea.
Look at real-life moments for inspiration: childhood memories; interesting happenings at
work; relationships with family, friends, and love interests. Think of family conflicts, your first
job or your freshman year in high school, moving out on your own for the first time, and
college experiences. Drawing on personal experiences leads to strong material because
you‘ve lived and experienced it.
Read the newspaper, listen to the radio, and watch news stories that may captivate your
imagination.
Keep a journal of interesting things that happen every day; an engaging conversation, a
funny moment, an unusual or interesting person you may have encountered in public.
These moments can be the seeds of not only good ideas, but also engaging characters,
moments, and lines of dialog in the movie.
Brainstorm and write down anything and everything that comes to mind. You‘d be
surprised what comes out. Listen to inspirational music, turn off the lights, let your mind
roam free, and be ready to capture ideas as they strike.
Study political history and the lives of dictators, emperors, famous people, and serial
killers. All these peoples‘ lives involved extraordinary circumstances that are full of drama
and conflict.
46. Surf the Internet. The knowledge of the world is at your fingertips and can provide
outstanding ideas and motivation for a movie.
Try reading the yellow pages, magazines, and even advertisements for inspiration.
Get out of your house. Traveling to a new place, whether it‘s going out of town or visiting
a local coffee shop can help spur the imagination.
Take breaks and don‘t force your imagination. A walk on the beach or through the
woods can help clear your thoughts and open your mind to new ideas.
Write stories you‘re passionate about. Be excited and willing to explore the subject
matter. Learn as much as you can about the world, people, and situations you‘re writing
about.
Visit classic literature; listen to operas and read books. Stories of mythology, ancient
romances, and tales of adventure and heroism are the root of storytelling.
Learn from people who resemble, or can provide insight into, your character. If you‘re
writing a crime drama, contact a local police station and ask to shadow an officer for a
week. Listen to how she talks, how she acts both casually and under pressure. Get a
sense of the police environment so when it comes time to create it in a script, you can
write a realistic and believable world.
47. Developing a premise
• STEP 1: FICTION OR NONFICTION
• STEP 2: GENRE: A genre is a category or type of story. Genres typically have their
own style and story structure, and although there are several primary categories,
movies can be a mixture of two or three different genres.
• Some common genres include:
■ Action ■ Comedy ■ Crime ■ Drama
■ Family ■ Fantasy ■ Horror ■ Musical
■ Romance ■ Romantic Comedy ■ Science Fiction ■ Thriller
■ War ■ Western
48. STEP 3: FORMAT: Stories can be told in many different formats, each designed for a
different purpose. Be mindful of your budget, the availability of resources, and time
when you choose the format for your story.
Animation. Produced either by hand or using computer technologies, 2D or 3D
movies still rely on traditional story structures, although the means of production lie strictly
with the animator and rarely include live-action elements. Animated films are very time
consuming and technically elaborate.
Commercials. Designed to advertise a product or service, television commercials
incorporate a wide range of styles, techniques, animation, narrative, and hard-sell
techniques into 10-, 15-, 30-, or 60-second time lengths. Commercials are a great way for
filmmakers to showcase their style and story-telling and production capabilities and are
among the most lucrative, well-paying forms of production.
Documentaries. Documentaries are intended to study a subject, occurrence, theme,
or belief in an attempt to either explore the subject or arrive at a conclusion about the
subject. Documentaries can either take on an investigative approach, in which the
filmmaker tries to answer a question or research a subject, or follow a subject and allow
the story to unfold during the production. Documentaries can, in some instances, be
inexpensive but time-consuming to produce.
49. Feature films. The 90-minute narrative is the mainstay of Hollywood
entertainment, and its production is the dream of millions of aspiring
filmmakers. The riskiest style of production, feature films are expensive and
time consuming and rarely recoup the monies invested.
Industrial/corporate. These productions are typically marketing or how-to
pieces for businesses. Although not very entertaining to watch or make,
industrials are an outstanding way to make money in the production
industry.
Music videos. These highly stylized four-minute promotional videos for
music artists are a great way for a filmmaker to explore unbridled
creativity using any medium, any style of narrative or performance, and
artistic editing. Music videos are terrific short-format pieces that easily
demonstrate a filmmaker‘s abilities.
Short films. Short films are movies that are shorter than 80 minutes. Ideally
under 20 minutes, shorts are a terrific way of learning the process of
making a movie, showcasing the talents of the filmmakers, and
generating interest from investors in future projects. Despite the
educational and career benefits, there is virtually no market for short films,
making it nearly impossible to see a return on the investment. Although
there are a few distributors who may release a compilation DVD of short
films, filmmakers rarely see their money back or see distribution of a short fi
lm by itself.
50. The Creative Inspiration/Finding Ideas –Here is 31 ways to find out ideas,
better to feel pain around you which may be in family , society, school, college
hospital, ,government, court, state, country ,future, past, tradition, inequality,
crisis (finance, bank, political ),smell, sound, pollution, taste, feeling, hungry,
Energy, knowledge, science, Pleasure)
Overheard dialog Friends. Children Poetry. People watching
Magazines Writing groups Exercise Shakespeare. Dream writing
Movies The Book of
Inspiration
Religion Freewriting Blogs
Forums Quotes. Newspapers Brainstorms
Art. Nature Dreams Flickr
Music. History Writing journal Breaking your
routines
Friends. Travel Magazines Del.icio.us. Success stories
51. Ways to record ideas for any creativity
1.Make your own library folder ,files in your hard disk means one in cloud
one in pc/Laptop or any physical form.
2.BRAINSTORM by radiant thinking.
During brain storming don’t edit , write down everything as fast you can
and edit out unusable stuff later.
Cartoonist used to make three columns:
PEOPLE OR ANIMALS, PLACES, THINGS
Evaluate your own ideas , it must be fit the current marketplace or in future
and then develop
Old man
Chess king
Mom
Fairy princes
Arjuna
Bharat
Africa
Desert
Circus
North Pole
Castle
School
Jail
Red rose
Table
Cell phone
Computer
Toys
52. HUMAN DEVELOPMENT (THEIR FIVE NEEDS)
1. HUMAN have five needs: Classify it according to human age and sex means
their like and dislikes:
Male/Female AGE 1-3 Age 4-5 Age 6-10 Age 11-14 Age 15- 16/17 Age 18-
20 Age 21-24 Age 25-28 Age 29-33 Age 33-38 Age 39-45 Age 45-50
Age 50-60 Age 60-70 Age 70-80 Age 80-Infinity
Annamay ( Hungry of food,taste)
Pranmay (Hungry of Energy)
Gyanmay(Hungry of Knowledge)
Vigyanmay(Hungry of Research, invention, and apply
Anandmay(Hungry of Pleasure or Entertainment, rest, Idleness)
53. EMOTIONAL DESIGN in the form of entertainment film,
edutainment, games, video games, business and
marketing ads film
We are in industry of entertainment so we should have to always
care about our goal FUN ,PLEASURE ,ENTERTAINMENT
Aspects of (Emotional) Design
Kinds of Pleasure
Conditions for Pleasure
Steps of Seduction
Motion of mood and Game play ecocycle
54. Aspects of (Emotional) Design
A. Visceral: (appearance)
-According to ESRB Ratings means Age group
Example: Dead Space ,Darkspore,DeathSpank: Thongs of Virtue
B. Behavioral: (pleasure and effectiveness of use):
-Techniques is a desire to change peoples’ habits so that behavior
change becomes permanent like AMATEUR-EXPERT-ADDICT-HABITUE
Example: Game-Based Learning: What it is, Why it Works, and Where it's Going
C. Reflective: (rationalization and intellectualization):
-It turns out this is also an interesting way to explain the different applications of visual
design in products.
Example: Apps like physics based , maths based, magic maths etc
55. Kinds of Pleasure
1.Physio: Pleasures of the body
2.Socio: Pleasures from interactions with others
3.Psycho: pleasures from peoples reactions and psychological state
4.Ideo: pleasures from the reflections on the aesthetics, quality, …
Positive state of affect also valuable in technology and design
Conditions for Pleasure1.Context: functionality in specific circumstances
2.Familiarity: not matching expectations, adaptation
3.Timelessness: new perspectives, experiences
IMPLICATIONS: rich, complex object and informed, reflecting
viewer: interplay among elements :skill of designer and skill of
perceiver
56. Steps of Seduction
1.Enticement: seduces by its aesthetics, novelty, …
2.Relationship: connects with people, speaks about owner and designer
3. Fulfillment: makes ordinary action extraordinary, every time it is used
4.Seductive Character :
A:Siren: promise you infinite adventure and pleasure mainly for women
B:Rake: promise you infinite adventure and pleasure mainly for man
C:Dandy: promise you to live as master in art of living
D:Natural: promise you to be childhood pleasure (golden year of person)
E: Coquette: The ability to delay satisfaction is the ultimate art of
seduction-while waiting, the victim is held in thrall
F:Charmer: promise to make as smart as you can..
G:Charismatic: promise to increase your inner quality, self confidence, energy, sense of
purpose-which most people lack as symbol Lamp
H: Star: promise to make as GOD, it lives in their imagination.
57. THE JOURNEY OF THE SELF
WHO AM I ?
WHERE HAVE TO GO ?
WHAT IS MY GOAL ?
HOW TO DO IT?
MY CAPACITY ?
CALCULATIVE DESECISION ?
CAN I LEARN LEADERSHIP?
Looking for causes and effects in
Your own life and grasping the nature of
what you feel most deeply. The real people
around you and the fictional ones you
nurture into existence. The lesson from what
you explore, that we can speed our progress
by actively searching for how life has marked
us.
58. For creativity you should have understanding
of law of nature and understanding of who are
you, where you have to go, where you have to
stop, ability to take decision ,hidden power
within you or awakens.
All these question I have tried to give from scripture and stories
Law of reaping and sowing : Planting and growing plant
Earth=Mind
Seed=Thought
Sunlight= Feeling
Right and wrong : flow of energy
Wrong is created by power not weakness
Wrong ; give greed of happiness, says that you have tried but
fail due to others fault, does not take responsibility of fault
59. For creativity you should have understanding
of law of nature and understanding of who are
you, where you have to go, where you have to
stop, ability to take decision ,hidden power
within you or awakens.
So rules to do:
First to right
If you get fail to choose right without doing delay ,it becomes
wrong
Don’t wait to do right
Try to fill with knowledge and then make it empty
Don’t loose opportunity
Most of right things are done by power people, not by weak
people because of wrong decision
60. For creativity you should have understanding
of law of nature and understanding of who are
you, where you have to go, where you have to
stop, ability to take decision ,hidden power
within you or awakens.
So law of energy (Newton law) is life
If not make flower then it comes in the form of throne
If not make kind then it comes in the form of Anger
If not make ideal then it comes in the form of lust
If not make prayer then it comes in the form of Envy
So How you will decide ,what you do , what not , how will you
get idea
Answer is DO UNSELFISH = SATISFACTION,SAY UNSELFISH =
SATISFACTION -GO FOR DEFAULT SETTING
JAGAT HITAYAM ATMAN MOKSHATAM
61. POWER WITHIN US
Journey is the time spending with (I +MY) and its Purification
BY KAND OR YOGA( connection of YOU and HE )
1.KARM KAND (purification of body) – mudd clean, Example by Yoga,Exercise,
2.UPASANA KAND (Purification by leaving means UPVAS )- cloud clean
3.GYAN KAND (Purification by knowing, reading )-unknowness
SO infinity is Brahman (SATYAM JNANAM ANANTAM),
NO ANTAM = NO LIMIT=Infinity
Limits are DISA (SPACE),KALA(TIME), VASTU(OBJECT)- BRAHMSUTRA stanga 1
L=DESA PARICCHEDA SUNYAM = LENGHT
T=KALA PARICCHEDA SUNYAM = TIME
M=VASTU PARICHHEDA SUNYAM = MASS
W (We) = M (I / AHAM )x G (gravity of Place ,planet or thing/ Rules and
regulation)
62. POWER WITHIN US
POWER OF CONCENTRATION ( I-Purush + My-Prakriti/Nature)
POWER OF DECISION ( I-Purush + My-Prakriti/nature)
POWER OF CONCEOUS(AWEKEN) means power of unselfishness
Which are in our mind (Power of Mind)
Mind(I) is flow of thought which is made of settled matter( white matter+ gray matter)
So it exist within us in the form of MANN, BUDDHI,CHITTA,AHAMKAR
BUDDHI ( imagination, observation, organization, capacity, creativity, sensitivity)
CHITTA (memory)
MANN( sankalp, emotion, love,faith,pain)
AHAMKAR( kam, krodh,moh) means desire or MY
63. POWER WITHIN US
POWER OF I (MANN+BUDDHI+CHITTA)—PURUSH – work ship of GOD having no shape
POWER OF MY (KAM +KRODHA +MOH)—PRAKRITI – work ship of GOD having shape
Whole war is balance of I and My which is just like of two wing of birds in the form of
MALE and FEMALE ,if you want to get actual goal of life ,you have make it powerful
and light so that you can free to move any where after transforming himself
generation to generation.
And science is the knowing of pattern or formula (how to do, why to do, what to do)
and produce to do in new way ,
which should be to make it more powerful and teach to maintain balance way so
that existence of (I and My) sustain for long journey.
64. Speak your dream.
One person listens while the other describes his or her perfect life for 15 minutes.
“Just being heard without anybody giving his opinion brings you clarity,” she/he says.
Afterward, the listener shares when she heard special passion in the speaker’s voice.
65. Keep your vision alive. Check in during the weeks and months that follow, either with
yourself or your friend. Being accountable increases the chances of follow-through. On a
group retreat, each person write a letter recapping what the other envisioned. Seal and
address the letter immediately, then mail it a month later to remind the recipient about his
vision.
66. SELF-EXPOSURE AND GIVING SUPPORT
It means showing who you are to the people around you and trusting that it will lead
somewhere. The raw material of your life in the sight of other people.
67. WHAT IS THERAPY AND WHAT IS ART?
Therapy: Therapy, however, exists to reduce a person’s pain to manageable proportions and
restore his appetite for living.
Art: When a person’s emotional conflicts are so present and pressing that his daily living
becomes a battle, he may have to put art-making aside and seek the help of a compassionate
professional. Making art is not something you can or need to do if you are drowning.
68. Creative intelligence
Your Creative Intelligence is your ability to come up with new ideas,
to solve problems in original ways, and to stand head and shoulders
above the crowd in terms of your imagination, your behavior, and in
your productivity.
69. Minds do not naturally work in straight lines. Rather they consist of
associations radiating out (or in) from many different connection
points. Many connections in many different directions connect
items together. We could say that the mind is simply a network of
connections or associations.
Creativity and problem solving will flow most smoothly when
allowed to work freely and radiantly.
Minds might in various ways have been imprinted with certain
"correct" ways of thinking. That is very often simply limited, fixed
ideas imposed by misunderstanding or by overwhelming
experiences in life.
Minds are freed up by expanding what was limited, by connecting
up what was separate, by providing many options where there
were few, by letting flow what was stuck.
RADIANT THINKING
71. IMPROVISATION
Improvisation Story is collaborative, focusing on an almost Dadaist form
of collaborative fiction. This can take a variety of forms, from as basic
as passing a notebook around a circle of writers with each writing a
sentence, to coded environments that focus on collaborative story-
writing,
72. Analyzing audience:
Target audience: Particular group of people, identified as the intended recipient of
an advertisement or message
Film maker:
?
Audience:
?
74. Genre :– a class or category of artistic endeavor having a particular
form, content, technique, or the like.
Example of film genre:- comedy, sci-fi, horror, etc. – look for a ‗unique‘
genre mix
75. Genre is any category of literature or other forms of art or entertainment, e.g. music, whether
written or spoken, audio or visual, based on some set of stylistic criteria. Genres are formed
by conventions that change over time as new genres are invented and the use of old ones
are discontinued. Often, works fit into multiple genres by way of borrowing and recombining
these conventions.
GENRE
The basic genres of film can be regarded as drama, in
the feature film and most cartoons, and documentary.
Most dramatic feature films, especially
from Hollywood fall fairly comfortably into one of a
long list of film genres such as the Western, war
film, horror film, romantic comedy film, musical, crime
film, and many others. Many of these genres have a
number of subgenres, for example by setting or
subject, or a distinctive national style, for example in
the Indian Bollywood musical.
76. Tone – creepy, light-hearted, sentimental, etc. – what will the
audience feel?
Main Character – what does a viewer think about your main
character?
Subject Matter – is the film set in the world of nuclear physics or
beauty pageants?
Hooks – outside of plot and approach, what unique elements are
there?
Special Interests – does the film encroach on a world outside of
itself?
Source Material – is the film based on a book, short film or YouTube
channel?
77. CHARACTER
The combination of qualities or features that distinguishes one person,
group, or thing from another. A character is a person in a narrative
work of arts such as a story.
78. CHARACTER
A character is a person or creature that interacts with others within
a story.
There are different kinds of characters in stories, and different ways
to describe them.
Character traits - elements of a character's personality that define
who the character is. Shrek is grouchy and irritable, but kind-
hearted; these are his character traits. In the Spider-Man movies,
Peter Parker's character traits are his intelligence, his shyness, and
his cautiousness. You can map out a character's physical and
mental traits.
79. CHARACTER
Characterization – refers to a character‘s personality or the method
by which the writer reveals this personality
Direct characterization – when an author tells you directly about the
character‘s personality; “Dena was a kind, caring individual.” The
author tells us what the character is like.
Indirect characterization – when an author reveals a character‘s
personality through his or her actions or dialogue; “Dena felt so sad
when she saw the hurt little chipmunk that she began to cry. She
immediately approached it to try and help it get better.” The author
shows us what the character is like.
80. Six Pillars create a character:
Trustworthiness: - Be honest • don‘t deceive, cheat, or steal • be
reliable — do what you say you‘ll do • Have the courage to do the
right thing • Build a good reputation • be loyal — stand by your
family, friends, and country
Respect: - Treat others with respect; follow the Golden Rule • be
tolerant and accepting of differences • Use good manners, not bad
language • be considerate of the feelings of others • don‘t threaten,
hit or hurt anyone • Deal peacefully with anger, insults, and
disagreements
81. Responsibility: - Do what you are supposed to do • Plan ahead •
persevere: keep on trying! • Always do your best • Use self-control
• be self-disciplined • Think before you act — consider the
consequences • be accountable for your words, actions, and
attitudes • Set a good example for others
Fairness: - Play by the rules • Take turns and share • be open-
minded; listen to others • don‘t take advantage of others • don‘t
blame others carelessly • Treat all people fairly
Caring: - Be kind • be compassionate and show you care •
Express gratitude • Forgive others • Help people in need
Citizenship: - Do your share to make your school and community
better • Cooperate • Get involved in community affairs • Stay
informed; vote • be a good neighbor • Obey laws and rules •
Respect authority • Protect the environment • Volunteer
82. TYPES OF CHARACTERS IN FICTION:
Major or central characters are vital to the development and
resolution of the conflict. In other words, the plot and resolution of
conflict revolves around these characters.
Minor characters serve to complement the major characters and
help move the plot events forward.
Dynamic - A dynamic character is a person who changes over time,
usually as a result of resolving a central conflict or facing a major
crisis. Most dynamic characters tend to be central rather than exterior
characters, because resolving the conflict is the major role of central
characters.
Static - A static character is someone who does not change over
time; his or her personality does not transform or evolve.
83. Round - A rounded character is anyone who has a complex
personality; he or she is often portrayed as a conflicted and
contradictory person.
Flat - A flat character is the opposite of a round character. This
literary personality is notable for one kind of personality trait or
characteristic.
Stock - Stock characters are those types of characters who have
become conventional or stereotypical through repeated use in
particular types of stories. Stock characters are instantly
recognizable to readers or audience members (e.g. the femme
fatale, the cynical but moral private eye, the mad scientist, the
geeky boy with glasses, and the faithful sidekick). Stock characters
are normally one-dimensional flat characters, but sometimes stock
personalities are deeply conflicted, rounded characters (e.g. the
"Hamlet" type).
84. Protagonist - The protagonist is the central person in a story, and is
often referred to as the story's main character. He or she (or they) is
faced with a conflict that must be resolved. The protagonist may
not always be admirable (e.g. an anti-hero); nevertheless s/he
must command involvement on the part of the reader, or better
yet, empathy.
Antagonist - The antagonist is the character(s) (or situation) that
represents the opposition against which the protagonist must
contend. In other words, the antagonist is an obstacle that the
protagonist must overcome.
Anti-Hero - A major character, usually the protagonist, who lacks
conventional nobility of mind, and who struggles for values not
believed universally admirable. Duddy, in Mordecai Richler's The
Apprenticeship of Duddy Kravitz, is a classic anti-hero. He's vulgar,
manipulative and self-centered. Nevertheless, Duddy is the center
of the story, and we are drawn to the challenges he must
overcome and the goals he seeks to achieve.
85. Foil - A foil is any character (usually the antagonist or an important
supporting character) whose personal qualities contrast with
another character (usually the protagonist). By providing this
contrast, we get to know more about the other character.
Symbolic - A symbolic character is any major or minor character
whose very existence represents some major idea or aspect of
society. For example, in Lord of the Flies, Piggy is a symbol of both
the rationality and physical weakness of modern civilization; Jack,
on the other hand, symbolizes the violent tendencies (the Id) that
William Golding believes is within human nature.
86. Ten Direct/Indirect Ways in which a
Character Can Be Revealed
a) By psychological description.
b) By physical description.
c) By probing what s/he thinks.
d) By what s/he says.
e) By how s/he says it.
f) By what s/he does.
g) By what others say about him or her.
h) By his or her environment.
i) By her reaction to others.
j) By his reaction to himself.
87. What ‗s the Audience demand ?
Take me to place I have never seen
Make me into someone I could never be
Let me so things I could never do.
ONE EQUATION
ENTERTAINMENT+ ENTERTAINMENT = FUN
88. MONO MYTH/HERO'S JOURNEY:
The hero begins in the ordinary world, and receives a call to enter an
unknown world of strange powers and events. The hero who accepts
the call to enter this strange world must face tasks and trials, either
alone or with assistance. In the most intense versions of the narrative,
the hero must survive a severe challenge, often with help. If the hero
survives, he may achieve a great gift or "boon." The hero must then
decide whether to return to the ordinary world with this boon. If the
hero does decide to return, he or she often faces challenges on the
return journey. If the hero returns successfully, the boon or gift may be
used to improve the world
89.
90. The hole journey divided into 17 stage/ steps:
Very few myths contain all 17 stages
Some myths contain many of the stages, while others contain only
a few;
Some myths may focus on only one of the stages, while other
myths may deal with the stages in a somewhat different order
These 17 stages divided into three sections:
Departure (sometimes called Separation) deals with the
hero's adventure prior to the quest
Initiation deals with the hero's many adventures along the way
and Return deals with the hero's return home with knowledge and
powers acquired on the journey.
91. Departure
The Call to Adventure
The call to adventure is the point in a person's life when they are first
given notice that everything is going to change, whether they know it or
not.
Refusal of the Call
Often when the call is given, the future hero refuses to heed it. This may
be from a sense of duty or obligation, fear, insecurity, a sense of
inadequacy, or any of a range of reasons that work to hold the person in
his or her current circumstances.
Supernatural Aid
Once the hero has committed to the quest, consciously or unconsciously,
his or her guide and magical helper appears, or becomes known.
92. Departure
The Crossing of the First Threshold
this is the point where the person actually crosses into the field of
adventure, leaving the known limits of his or her world and venturing
into an unknown and dangerous realm where the rules and limits are
not known.
The Belly of the Whale
The belly of the whale represents the final separation from the hero's
known world and self. It is sometimes described as the person's
lowest point, but it is actually the point when the person is between
or transitioning between worlds and selves. The separation has been
made, or is being made, or being fully recognized between the old
world and old self and the potential for a new world/self. The
experiences that will shape the new world and self will begin shortly,
or may be beginning with this experience which is often symbolized
by something dark, unknown and frightening. By entering this stage,
the person shows their willingness to undergo a metamorphosis, to
die to him or herself.
93. Initiation
The Road of Trials
the road of trials is a series of tests, tasks, or ordeals that the person
must undergo to begin the transformation. Often the person fails one
or more of these tests, which often occur in threes.
The Meeting with the Goddess
The meeting with the goddess represents the point in the adventure
when the person experiences a love that has the power and
significance of the all-powerful, all encompassing, unconditional love
that a fortunate infant may experience with his or her mother. It is
also known as the "hieros gamos", or sacred marriage, the union of
opposites, and may take place entirely within the person. In other
words, the person begins to see him or herself in a non-dualistic way.
This is a very important step in the process and is often represented
by the person finding the other person that he or she loves most
completely. Although Campbell symbolizes this step as a meeting
with a goddess, unconditional love and /or self-unification does not
have to be represented by a woman.
94. Initiation
Woman as the Temptress
At one level, this step is about those temptations that may lead the
hero to abandon or stray from his or her quest, which as with the
Meeting with the Goddess does not necessarily have to be
represented by a woman. For Campbell, however, this step is about
the revulsion that the usually male hero may feel about his own
fleshy/earthy nature, and the subsequent attachment or projection
of that revulsion to women. Woman is a metaphor for the physical or
material temptations of life, since the hero-knight was often tempted
by lust from his spiritual journey.
95. Initiation
Atonement with the Father
In this step the person must confront and be initiated by whatever
holds the ultimate power in his or her life. In many myths and stories
this is the father, or a father figure who has life and death power. This
is the center point of the journey. All the previous steps have been
moving in to this place, all that follow will move out from it. Although
this step is most frequently symbolized by an encounter with a male
entity, it does not have to be a male; just someone or thing with
incredible power. For the transformation to take place, the person as
he or she has been must be "killed" so that the new self can come
into being. Sometime this killing is literal, and the earthly journey for
that character is either over or moves into a different realm.
96. Initiation
Apotheosis
to apotheosize is to deify. When someone dies a physical death, or
dies to the self to live in spirit, he or she moves beyond the pairs of
opposites to a state of divine knowledge, love, compassion and bliss.
This is a god-like state; the person is in heaven and beyond all
trouble. A more ordinary way of looking at this step is that it is a
period of rest, peace and fulfillment before the hero begins the
return.
The Ultimate Boon
The ultimate boon is the achievement of the goal of the quest. It is
what the person went on the journey to get. All the previous steps
serve to prepare and purify the person for this step, since in many
myths the boon is something transcendent like the elixir of life itself, or
a plant that supplies immortality, or the Holy Grail.
97. Return
Refusal of the Return
so why, when all has been achieved, the ambrosia has been drunk, and
we have conversed with the gods, why come back to normal life with all
its cares and woes?
The Magic Flight
Sometimes the hero must escape with the blessing, if it is something that
the gods have been carefully guarding. It can be just as adventurous
and dangerous returning from the journey as it was to go on it.
Rescue from Without
Just as the hero may need guides and assistants to set out on the quest,
often times he or she must have powerful guides and rescuers to bring
them back to everyday life, especially if the person has been wounded
or weakened by the experience. Or perhaps the person doesn't realize
that it is time to return, that they can return, or that others need their
boon.
98. Return
The Crossing of the Return Threshold
The trick in returning is to retain the wisdom gained on the quest, to
integrate that wisdom into a human life, and then maybe figure out
how to share the wisdom with the rest of the world. This is usually
extremely difficult.
Master of the Two Worlds
In myth, this step is usually represented by a transcendental hero like
Jesus or Buddha. For a human hero, it may mean achieving a
balance between the material and spiritual. The person has become
comfortable and competent in both the inner and outer worlds.
Freedom to Live
Mastery leads to freedom from the fear of death, which in turn is the
freedom to live. This is sometimes referred to as living in the moment,
neither anticipating the future nor regretting the past
99. STORY
Journey, < part >,
Stories fill our lives in the way that water fills the lives of fish
Like a river every turn/curve, give you a new excitement/anticipation but
have a smooth travel
100. STORY
What is a story?
A narrative/story in its broadest sense is anything told/described; more
narrowly, and more usually, something told/described in the form of a
causally-linked set of events; account; tale,: the telling of a happening or
connected series of happenings, whether true or fictional.
Story depends on :
Time: - Period/ day and night/ hr./ situation/ past/ present/ future …
Space: - geographical/ cultural/ religious/ society/ myth (believes) ………..
Person: - relation/ society/ group …………
101. STORY
What is narrative meaning?
Narrative meaning is created by establishing that something is a part of a
whole and usually that something is the cause of something else. It is usually
combined with human actions or events that affect human beings. The
meaning of each event is produced by the part it plays in the whole episode.
What something means is to say how it is related or connected to something
else. To ask the meaning of an event is to ask how it contributed to the story in
which it occurs. It is the connections or relations between events.
102. STORY
Meaning is a social phenomenon. Meaning is produced not only by
individuals but by groups, communities, societies and cultures which maintain
- through language and agreed understandings - knowledge of the
connections between signifying sounds and signifying events.
Groups, communities, societies and cultures also preserve collections of
typical narrative meanings in their myths, fairy tales, legends, histories and
stories. To participate in a group, community, society or culture requires a
general knowledge of these accumulated narrative meanings. The cultural
stock of meanings are dynamic and are added to by new contributions from
members and deleted by lack of use.
Narrative meaning is about connections. It links individual human actions and
events into inter-related aspects of an understandable composite. Narrative
displays the significance that events have for one another.
"The narratives of the world are without number...the narrative is present at all
times, in all places, in all societies; the history of narrative begins with the
history of mankind; there does not exist, and never has existed, a people
without narratives:"
103. STORY
Beyond storytelling: narrative intelligence
The Secret Language of Leadership, I introduce the concept of
narrative intelligence. "Storytelling" seems to point toward a one-
way relationship -- "I tell the story and you are to listen." An expert
use of narrative and storytelling takes place with in a two-way,
interactive relationship.
104. STORY
Structure of the story:-
a character, (Hero‘s journey/Monomyth/The Hero with a Thousand Faces)
in a situation,
with a problem,
who tries repeatedly to solve his problem,
but repeatedly fails, (usually making the problem worse),
then, at the climax of the story, makes a final attempt (which might either succeed
or fail, depending on the kind of story it is), after which
The result is ―validated‖ in a way that makes it clear that what we saw was, in fact,
the final result.
105. STORY
THE FIVE ESSENTIAL ELEMENTS OF A STORY:
A story has five basic but important elements. These five components are: the
characters, the setting, the plot, the conflict, and the resolution. These essential
elements keep the story running smoothly and allow the action to develop in a
logical way that the reader can follow.
CHARACTERS: The characters are the individuals that the story is about.
SETTING: The setting is the location of the action.
PLOT: The plot is the actual story around which the entire film is based.
CONFLICT: Every story has a conflict to solve.
RESOLUTION: The solution to the problem is the way the action is resolved.
107. Act I is the beginning of the story, when the audience is
introduced to the main characters and their traits, personalities,
likes and dislikes, problems, and challenges. The first 30 minutes
establishes the setting, time period, and technology of the world in
which the story takes place. In Act 1, the most liberty in setting the
stage for the rest of the story, even though it may seem a little
forced. The audience will accept and understand this Act 1is the
first 30 minutes of a 120-minute film. Act 1 is about WHO the main
characters are, WHERE the story takes place, WHEN the story takes
place, WHAT is the story about, WHY the problem is occurring; and
the drama begins when the characters figure out HOW to deal
with the conflict.
108. Act II is the next movement in the story, in which the conflict is
introduced. Stories are about conflict and whether that conflict is
man vs. man, man vs. society, man vs. nature, or man vs. self, the
conflict is the essence of the story. Without conflict, there is no
story.
Act 2 is usually the most weakly written act in the entire script. A
poor second act will bring the story to a screeching halt, so as we
write, it‘s important to raise the stakes and increase the jeopardy
against the main character. The more pain, agony, hardship, trial,
and tribulation you can throw at the main character, the more the
audience will root for him.
Turning point the most important part of the second act is called
the turning point, which occurs at the middle of the story. The
turning point is the instance in which the story and plot line take a
severe turn and the characters are forced to compensate for this
twist.
Act 2 lasts for an hour, with the turning point occurring in the
middle of the act.
109. Act III is the last quarter of the story, when the conflict becomes
the most difficult for the character and she is forced to use her skill,
wit, and ability to resolve or escape from the problem with the
maximum possible risk. Late in Act 3 is the point of no return, at
which the character chooses a path that will lead to her ultimate
success or failure.
The third act ends with the conclusion of the story when the
character resolves the conflict. At this moment, the main
character changes, either for the better or for the worse, through
redemption, understanding the importance of love, learning to be
kind and caring, or through any number ways.
Act 3 is the last 30 minutes of a two-hour movie.
110. PLOT
A story is all about the action and tension involved, both emotionally
and physically.
Plot: "In fiction, the story of a play, novel, romance, or poem,
comprises a complication of incidents which are gradually unfolded,
sometimes by unexpected means."
Plot is the story - what happens to the characters, how they respond,
how that leads to more action and why it is all important.
111. The most common plot format is Freytag's plot structure, which is
divided into five sections: exposition, rising action, climax, falling
action, and resolution.
112. The exposition is the section where all the characters are introduced,
their relationships to one another are defined, and their personal
emotions are teased out.
Rising action, where the characters begin to struggle against one
another and the protagonist begins to move towards his or her goal
while overcoming smaller obstacles.
Climax, the turning point of the story is introduced. The main
character makes a single huge decision that not only defines his or
her character, but also shapes the rest of the action in the story.
Usually the protagonist and antagonist have direct, or nearly direct,
contact which results in a line being firmly drawn.
Falling action, the line is still drawn, but it almost always seems as
though evil is winning. This when a story will have the most tension
because the main character is fighting huge odds and falling short.
Finally, in the Resolution, the protagonist and antagonist meet and the
story comes to a decisive end, with either good or evil winning.
113. PLOT TYPE: the core of every great movie is a great idea, but an idea by
itself is rarely unique. Every idea you can think of has already been written,
produced, told, packaged, marketed, and reconstituted a thousand
times throughout history.
Plot structure is the backbone of the story:
Overcoming the adversary. The hero must find a way to overcome a
danger presented by another person, society, nature, him- or herself, a
supernatural force, technology, or religion.
The quest. The hero undergoes a search for something, someone, or an
idea. The perils he encounters and whether the hero meets his objective
are up to the writer
The journey and return. The hero undergoes a journey from home and
experiences a change in character along the way.
Comedy. Events in the story keep the characters apart, only for a happy
reunification at the end.
Tragedy. Events in the story lead to the death of a character. This usually
unhappy ending is not often seen in Hollywood movies.
Resurrection. The hero is oppressed until events in the story free her.
Rags to riches. The life of a character evolves from a life of nothingness to
one of bounty, be it family, wealth, or fame.
114. Title:
Name the fi lm. This doesn‘t have to be the film‘s final title, but a strong working
title can help maintain focus of what the story is about. (1–5 words).
115.
116. Theme:
What is the ―moral of the story?‖ Beneath the story, plot, characters,
and genre, what is the message you want to convey to the audience
after they finish watching the movie? Make sure that every scene,
every moment, and every character supports this theme. If you ever
encounter writer‘s block, or don‘t know where a scene should go,
refer to the theme and write a scenario that supports it. (5–15 words).
117. Logline:
Describe the good guy, the bad guy, the setting, and the conflict.
The logline is the basic premise of what the movie is about. Think
about what a movie reviewer would write up in the newspaper when
trying to describe the premise of the film in a clear, concise manner.
After you describe the, who, what, why, when, and where, be sure to
identify the conflict, or there‘s no story. (15–25 words).
118. Treatment:
The treatment is a short-story form of the movie that describes what
happens from the beginning to the end of the fi lm. It reads like a
novel and serves as an easy way for the writer to understand the
characters and events as they appear in the movie. Treatments are
valuable writing tools that allow the writer to work out the story points
in a short form before moving on to write the longer script. ( 2–3
pages).
120. Script
The script is the blueprint for the story and contains dialog, character movements,
and scene descriptions (90–120 pages).
“If it isn’t on the page, it isn’t on the stage.”
Once the outline is finished and every plot point is described, begin fleshing out each
plot point into a scene, adding dialog and detailed descriptions. Remember that one
page of a properly formatted script roughly equates to one minute of screen time.
Complete the first draft of the script, regardless of how good or bad it is.
Once you have a complete draft of the script in front of you, you can begin the
revision process. Shorten, edit, alter, tighten, and scrutinize every line of every page
until you are satisfied with the script.
121. Script Elements
These are the unique margin, case, and position attributes that give feature
film script text the format and consistency expected by all participants. Once
you are accustomed to them you'll be able to tell your story the way an
industry reader is accustomed to seeing it. The elements for a script are:
•Scene Heading
•Action
•Character Name
•Dialogue
•Parenthetical
•Extensions
•Transition
•Shot
122. Scene Heading
The Scene Heading, sometimes called Slug line, tells the reader of the script
where the scene takes place. Are we indoors (INT.) or outdoors (EXT.)? Next
name the location: BEDROOM, LIVING ROOM, at the BASEBALL FIELD, inside
a CAR? And lastly it might include the time of day - NIGHT, DAY, DUSK, DAWN...
information to "set the scene" in the reader's mind.
The Slug line can also include production information like CONTINUOUS
ACTION, or ESTABLISHING SHOT or STOCK SHOT. Here are examples of
Scene Headings:
INT. BEDROOM – MORNING
EXT. LAS VEGAS STRIP – SUNSET
INT. OFFICE - NIGHT - CONTINUOUS ACTION
EXT. KEY WEST MARINA - DAWN – ESTABLISHING
EXT. PASADENA - ROSE PARADE - STOCK FOOTAGE
123. Action
The moving pictures we see on screen. Also, the direction given by a director
indicating that filming begins.
Every moment in a screenplay takes place NOW. Use the active voice (a window
slams shut) not the passive voice (a window is slammed shut).
Always write in PRESENT TIME, not the past.
Keep your paragraphs short... don't let them go on and on over 4 or 5 lines. The
reader may scan long action paragraphs without really reading them.
124. Character Name
The CHARACTER NAME is formatted in uppercase letters and indented 3.5"
from the left margin.
A character name can be an actual name (JOHN) or description (FAT MAN) or an
occupation (DOCTOR).
125. Dialogue
DIALOGUE margin is indented 2.5" from the left margin. A line of dialogue can be
from 30 spaces to 35 spaces long, so the right margin is a bit more flexible,
usually 2.0" to 2.5".
Great dialogue is a window into the soul of your character. It sounds real... It's
conversational. The audience feels like a fly on the wall, hearing natural interplay
between characters. Great dialogue may use common language but express
great passion, and even become a catch phrase in popular culture, as the line
from Clint Eastwood's Dirty Harry Callahan "Go ahead. Make my day.“
It's not a bad idea to read your dialogue aloud to see how it really sounds. If you
have a difficult time reading a line, it may not be good dialogue. You'll definitely be
able to tell if you organize a reading of your script and hear it that way.
126. Parenthetical
Parentheticals are left indented at 3.0" and the right margin is 3.5" although that is
a bit flexible. As seen in our examples, a Parenthetical remark is NOT centered
under the character name.
A Parenthetical remark can be an attitude, verbal direction or action direction for
the actor who is speaking the part. Parentheticals should be short, to the point,
descriptive, and only used when absolutely necessary.
These days, Parentheticals are generally disfavored, because they give direction
to an actor that may not be appropriate once on the set
127. Extensions
An Extension is a technical note placed directly to the right of the Character name
that denotes HOW the character's voice will be heard by the audience. An Off-
Screen voice can be heard from a character out of the camera range, or from
another room altogether.
•O.S. - Off-Screen: Some writers use O.C. (off camera) in place of O.S. The
"beat" used above simply denotes that Frankie pauses (perhaps formulating his
next thought) before uttering his next bit of dialogue.
•V.O. - Voice Over: Another common extension is V.O. That stands for Voice
Over. Think of a V.O. as a narration, or a character speaking while s/he isn't in the
scene. Or s/he can be in the scene, but also acting as narrator, reflecting on and
describing some time gone by. This dialogue is recorded and then laid in over the
scene in editing
128. Transaction
CUT TO: 1st shot ends cleanly and 2nd shot begins
DISSOLVE TO: end of 1st shot and beginning of 2nd shot overlap
briefly
WIPE: Wipes are dynamic. They happen when one shot pushes the
other off frame.
SMASH CUT: the smash cut usually occurs at a crucial moment in a
scene where a cut would not be expected
FADE IN – OUT (never at the end of the script)
IRISH: when a circulars masking closes the picture to a black screen
129. Cinematography
Cinematography is the art of lighting and photographing a scene.
Much like photography, which involves taking single photographic
images, cinematography refers to cinema or a series of moving
images over time.
130. Shot Types
There is a convention in the video, film and television industries which
assigns names and guidelines to common types of shots, framing and
picture composition.
The exact terminology varies between production environments but
the basic principles are the same.
Shots are usually described in relation to a particular subject.
131.
EWS (Extreme Wide Shot)
The view is so far from the subject that he isn't even visible. Often
used as an establishing shot.
132. VWS (Very Wide Shot)
The subject is visible (barely), but the emphasis is still on placing
him in his environment.
133. WS (Wide Shot)
The subject takes up the full frame, or at least as much as
comfortably possible.
AKA: long shot, full shot.
134. MS (Mid Shot)
Shows some part of the subject in more detail while still giving an
impression of the whole subject.
143. Weather Shot
The subject is the weather. Can be used for other purposes, e.g.
background for graphics.
144. Camera Angles
The term camera angle means slightly different things to different
people but it always refers to the way a shot is composed. We will
concentrate on the literal interpretation of camera angles, that is, the
angle of the camera relative to the subject.
146. Bird's Eye
The scene is shown from directly above. This is a completely different
and somewhat unnatural point of view which can be used for
dramatic effect or for showing a different four-dimensional
perspective.
In drama it can be used to show the positions and motions of
different characters and objects, enabling the viewer to see things
the characters can't.
The bird's-eye view is also very useful in sports, documentaries, etc.
147.
148. High Angle
A high angle shows the subject from above, i.e. the camera is angled
down towards the subject. This has the effect of diminishing the
subject, making them appear less powerful, less significant or even
submissive.
149.
150. Eye-Level
This is the most common view, being the real-world angle that we
are all used to. It shows subjects as we would expect to see them in
real life. It is a fairly neutral shot.
151. Low Angle
This shows the subject from below, giving them the impression of being
more powerful or dominant.
152. Worm's-eye view
A worm's-eye view is a view of an object from below, as though the
observer were a worm; the opposite of a bird's-eye view. A worm's eye
view is used commonly for third perspective, with one vanishing point
on top, one on the left, and one on the right.
153.
154.
155. Camera Movements
Pan Horizontal movement, left and right.
Tilt Vertical movement of the camera angle, i.e. pointing the camera up and down (as opposed to
moving the whole camera up and down).
Crab A less-common term for tracking or trucking.
Truck Another term for tracking or dolling.
Follow The camera physically follows the subject at a more or less constant distance.
Dolly The camera is mounted on a cart which travels along tracks for a very smooth movement.
Also known as a tracking shot or trucking shot.
Dolly Zoom A technique in which the camera moves closer or further from the subject while
simultaneously adjusting the zoom angle to keep the subject the same size in the frame.
Pedestal (Ped) Moving the camera position vertically with respect to the subject.
Track Roughly synonymous with the dolly shot, but often defined more specifically as movement
which stays a constant distance from the action, especially side-to-side movement.
Zoom Technically this isn't a camera move, but a change in the lens focal length with gives the
illusion of moving the camera closer or further away.
156. Arc Shot
An arc shot is a camera move around the subject, somewhat like
a tracking shot. In mathematics, an arc is a segment of the
circumference of a circle. A camera arc is similar — the camera
moves in a rough semi-circle around the subject.
Some definitions of the arc shot describe it as being tracking
and dolling at the same time, i.e. simultaneous side-to-side and in-
and-out movement.
157. Camera Pan:
Horizontal movement, left and right.
A pan is a horizontal camera movement in which the camera moves
left and right about a central axis. This is a swiveling movement, i.e.
mounted in a fixed location on a tripod or shoulder, rather than
a dolly-like movement in which the entire mounting system moves.
To create a smooth pan it's a good idea to practice the movement
first. If you need to move or stretch your body during the move, it
helps to position yourself so you end up in the more comfortable
position. In other words you should become more comfortable as the
move progresses rather than less comfortable.
158. Camera Tilt
Vertical movement of the camera angle, i.e. pointing the camera up
and down (as opposed to moving the whole camera up and down).
A tilt is a vertical camera movement in which the camera points up
or down from a stationary location. For example, if you mount a
camera on your shoulder and nod it up and down, you are tilting the
camera.
Tilting is less common than panning because that's the way humans
work — we look left and right more often than we look up and down.
The tilt should not be confused with the Dutch Tilt which means a
deliberately slanted camera angle.
A variation of the tilt is the pedestal shot, in which the whole camera
moves up or down.
159. Tracking Shot
Roughly synonymous with the dolly shot, but often defined more
specifically as movement which stays a constant distance from the
action, especially side-to-side movement.
The term tracking shot is widely considered to be equal with dolly shot;
that is, a shot in which the camera is mounted on a cart which travels
along tracks.
However there are a few variations of both definitions. Tracking is often
more narrowly defined as movement parallel to the action, or at least at
a constant distance (e.g. the camera which travels alongside the race
track in track & field events). Dolling is often defined as moving closer to
or further away from the action.
Some definitions specify that tracking shots use physical tracks, others
consider tracking to include hand-held walking shots, Steadicam shots,
etc.
Other terms for the tracking shot include trucking shot and crabbing shot.
160.
161. Crabbing Shot
A less-common term for tracking or trucking.
The term crabbing shot is a less-common version
of tracking, trucking and/or dollying. These terms are more or less
interchangeable, although dollying tends to mean in-and-out
movement whereas the others tend to mean side-to-side movement
at a constant distance from the action.
162. Dolly Shot
The camera is mounted on a cart which travels along tracks for a very
smooth movement. Also known as a tracking shot or trucking shot.
In many circles a dolly shot is also known as a tracking shot or trucking
shot. However some professionals prefer the more rigid terminology
which defines dolly as in-and-out movement (i.e. closer/further away
from the subject), while tracking means side-to-side movement.
Most dollies have a lever to allow for vertical movement as well (known
as a pedestal move). In some cases a crane is mounted on the dolly for
additional height and flexibility. A shot which moves vertically while
simultaneously tracking is called a compound shot.
Some dollies can also operate without tracks. This provides the greatest
degree of movement, assuming of course that a suitable surface is
available. Special dollies are available for location work, and are
designed to work with common constraints such as doorway width.
163. Trucking Shot
Another term for tracking or dollying.
Trucking is basically the same as tracking or dollying. Although it
means slightly different things to different people, it generally refers to
side-to-side camera movement with respect to the action.
The term trucking is not uncommon but is less widely-used than
dollying or tracking. Yet another equivalent term is crabbing.
The example pictured here shows a simple, very mobile set of tracks
used with a standard tripod to create smooth trucking shots.
164.
165. Formatting guidelines
The following are guidelines to formatting a feature-length screenplay.
■ Use 12-point Courier font (the typewriter font), which is the standard
script font. When this font is used, one page of properly formatted script is
roughly equal to one minute of screen time.
■ Begin each scene in capital letters and describe whether it is interior or
exterior (INT or EXT), the location where the scene takes place in the story,
and the time of day (DAY, NIGHT, DAWN, DUSK, LATER).
For example:
INT. AWANDA‘S TRAILER—DAY
Once the script is finished and each scene is numbered, add numbers to
the beginning and end of the scene header line. For example:
46. INT. AWANDA‘S TRAILER—DAY 46
166.
167.
168. ■ Type all screen directions in the same margin as the scene header.
Screen directions should explain where and how the characters move and
what is happening in the scene. Use the screen directions to describe to
the reader/audience what they will see on screen. For example:
46. INT. AWANDA‘S TRAILER—DAY 46
Awanda walks to the refrigerator and pulls out a pitcher of water, all the
while watching Bobby from the corner of her eye. Bobby, unaware of her
gaze, stares out the window.
■ when writing dialog, write the name of the character who is speaking in
capital letters and center it in the page.
■ Descriptions that indicate how a line must be said (for example:
sarcastically, coyly, under his breath, and so on) must be placed in a
margin 3½ inches from the left side of the page.
■ all character dialog appears under the name of the character who
speaks the line. This is to be written 4¼ inches from the left side of the
page. For example:
169. 46. INT. AWANDA‘S TRAILER—DAY 46
Amanda walks to the refrigerator and pulls out a pitcher of water, all the
while watching Bobby from the corner of her eye. Bobby, unaware of her
gaze, stares out the window.
AMANDA
(Quietly)
I heard you needed a place to stay.
■ don‘t use camera directions—Camera directions indicate where the
camera needs to be placed within the scene. This is not the writer‘s job,
but that of the director and the cinematographer. Write the script as a
story, focusing only on the characters and what they are doing and saying
in each scene.
■ don‘t break scenes up into shots—a change in scene reflects a change
in location in the story. Shots are individual camera positions within the
scene that are designed by the director and cinematographer. Break up
the script only into scenes.
170. ■ don‘t number your scenes—Scenes are to be numbered by the first
assistant director after the screenplay is finished. If you number the scenes
in advance, rewriting the script will constantly change the scene numbers
and throw off the script breakdown and any department working off the
breakdowns. Assign scene numbers once the script is locked.
■ Check your spelling—correct spelling and grammar are essential in
presenting a professional screenplay for consideration by agents,
managers, studios, and production companies.
■ Covers and binding—present the script with a white cover that states the
title, the writer(s), date completed, writer(s) and/or agent contact phone
numbers, WGA registration number, and copyright information. The script
should be punched with three holes and ―bound‖ with two gold clasps.
■ First page—always begin the script with ―Fade in‖ and end with ―Fade to
black.‖
■ Scene headings—at the beginning of every scene, establish INT/EXT, the
location where the scene takes place, and the time of day. Always type
these in capital letters.
173. Reffrence Book
How to Write Great Screenplays and Get Them Into Production
Power Filmmaking Kit
Developing Story Ideas
The Power of Creative Intelligence
Animation Writing and development: From Script Development to
Pitch
Your Life ………………
THANK YOU