Friday, 30 May 2014

Pulp Fiction poster

Amon over at Pieces of Paint has designed this awesome Pulp Fiction poster in the style of the old pulp fiction crime novels from which Tarantino got the film's title, and Amon's totally nailed the aesthetic. Not only the creases of wear and tear but the editorial graphics like 'A Jules and Vincent Adventure' and 'Roger Avery Crime Drama' as well as the colour palette and 99p sticker really give it the feel of a dime store story from the early 1900s.


The main graphic is obviously based on the adrenaline shot scene after Mia Wallace accidentally snorts Vincent Vega's potent heroine and he has to get the mob doll to his dealer Lance's house in the hope of saving her life. Spoiler - they do. But it's an incredibly tense scene with Vincent and Lance arguing over who has to give her the shot. "You brought her here, and that means you're gonna give her the shot. The day that I bring an ODing bitch to your house then I give her the shot. Give her the shot."

If I ever finish a God damn story or that stupid novel I'm apparently writing, I'm definitely commissioning Amon to design the front cover, not only can he clearly invoke the old school crime noir vibes, but his minimal movie posters are also on point.

Thursday, 29 May 2014

Creative England - Talent Development Scheme

I've been fortunate enough to get on to Creative England's talent development scheme - a series of seminars and networking events for filmmakers looking to shoot their first feature.

Last night there were 2 talks, the first on story telling from Kate Leys, was particularly interesting. Kate is a feature film script editor who works on screenplays at all stages of development from first outline to pre-production and she spoke about the dynamic between story and character, the importance of the hook, and the top 10 things that most commonly go wrong with a story. Below are the key takeaways. 

Story in General

Satisfaction at the end of a story comes from character and us caring/relating to the character on some level.

Character flaw - the story forces them to confront it and get over it.

It's interesting when characters DON'T want to change, rather, they want the world to change around them so put them in a situation they can't get out of and continually throw trouble at them.

In any story, you main character is facing something (could be small and simple) that they've needed to for a long time.

Ending is the answer to the question posed at the beginning. A tragedy might not answer the question. 

Character is more important than story. 

Most stories are about CHANGE.

A stranger comes to town and they bring trouble, and it's the thing that goes wrong that instigates change - the inciting incident. The 'stranger' doesn't have to be a person, could be love, death or a box of matches.

Film Story

Hook - tell the story in a sentence that makes sense and is interesting. Titles can be hooks - 'The Astronaut Wives Club'

Check big name/cult movie hooks on IMDB. 

Stories at their core are precise.

Strong characters - big, recognisable, they can be ambivalent but always FLAWED. 

Clearly defined characters that DO things, NOT well meaning, they need to cause trouble. 

What is your character doing wrong? Secondary characters add pressure to the central character.

Characters WANT things and they're going to do something about it. 

Got to have stakes, it has to matter - especially to the main character.

When planning try writing in bullet points and tell yourself the story out loud.

Whose story is this? What do they want and why can't they get it? What do they need? And remember, you don't have to give them what they want, as is the case in tragedies.

What does my character have at the end, that they didn't at the beginning?

10 Things that Most Commonly Go Wrong

1) Veering - sliding off track. 
2) Nothing happens - no problems, no confrontation, no action. 
3) Not knowing whose story it is.
4) No one wants anything.
5) Not enough going wrong.
6) Leaving the story off the page.
7) A plot with characters you don't connect with.
8) Whole 1st act is a set up. 
9) Not about anything, no emotional pay off.
10) Don't have anything to say and therefore nothing to connect with.

The idea of knowing whose story it is resonated with me. I'm currently working on a short about 4 hipsters who rob a bank to pay off their student loans, but they come up against this grizzled old bank teller who hates her job and isn't gonna take it any more. I've been struggling and think it's because I don't know which character owns the story - is it Horse (they wear animal masks for the heist) the ringleader, or is it Janet - the grizzled bank teller? I'm going to crack that tonight and then HOPEFULLY the prose doth flow.

Tuesday, 13 May 2014

The Inception Foghorn

Two new trailers came out last week, one for the promising-looking Gotham TV series, and one for Rise of the Planet of the Apes, which looks incredible. Thing is, trailers, their films, and TV shows are STILL using Hans Zimmer's BWARRRRRRMMMM foghorn from Inception.


It's a great sound affect, a foreboding subterranean growl that fills you with dread. Except it doesn't, not now, because since 2010 you haven't been able to go to the cinema without hearing that foghorn. We've been over exposed, so although it might still sound cool and lend whatever visuals it's scoring a grand and portentous feel, really, all I can think is, "Oh, there's the Inception foghorn AGAIN."


And it's always used at the end of the trailer, a deep grinding bass to drill it into viewers that this is gonna be BIG and it demands your attention. With the new Dawn of the Planet of the Apes trailer it's a more spatial, breathy iteration and it is used to fantastic effect, but we're a Wilhelm scream away from this groaning foghorn soundtracking shampoo commercials, bullying us into believing their pseudo-science coz the BWAAARRRMMM said so. And then all it's magnanimous foreboding glory will be lost forever, like tears in the rain.


Other Sound Effects to Replace the Inception Foghorn
Underwater sample of a boat hitting rocks.
A Brian Blessed yawn played at half speed.
A Brian Blessed sneeze played at double speed.
The tell-tale plop of a turd hitting water.