Monday 13 April 2015

Question 1A 1B 2 MOCK

Question 1A:
POST PRODUCTION

During the AS course I was required to design and create a magazine. The
magazine I decided to create was an indie/alternative music magazine called Alternate which was aimed at both females and males aged between 18-30. I used Photoshop to edit the images for my magazine as there is a huge variety of tools that you can use to make the images look more appealing and suitable for the magazine. Photoshop is very widely used by successful magazines in the industry therefore I felt that it was necessary to use it. I used tools such as the Magic Tool, enhancing saturation and colour levels as well as playing around with the Actions tools to create my desired look. I chose to remove the background from my image for the front cover of the magazine so that it was completely white, and enhanced the vibrancy to make my artist stand out amongst the page. I also used the refining edge tool to make the image look soft and professional. I also scanned in my handwriting and placed it on top of the newly white background to make it fit within the genre and make it look like the artists thoughts were exploding out of her.

 I used InDesign to create my magazine as it is a lot easier to use than Photoshop (which we used for our GCSE magazines). InDesign enables you to view the document as a magazine and you can use various different tools such as the Master page which quickly and effectively adds the same text to all of the pages. This makes adding page numbers and the website name of the magazine very easy and saved me a lot of time which I can instead use to improve my magazine elsewhere. Paragraph styles has also been very effective as it also saves time and matches the fonts up when necessary.  It was easy for me to import all of the images which I wanted in the magazine by clicking the “place” image where I was then able to scale the image to my desired size. In addition to this, InDesign allowed me to add a range of text boxes so that it was easy for me if I wanted to reposition the text. This also allowed me to set out my magazine in a professional manner through the use of three columns.

Moving onto the advanced portfolio, I had the challenge of adapting to new programs such as Adobe Premiere Pro which is a video editing software. I wasn’t very familiar with this program however when I got used to it I was fine. I used this program to add all of my footage onto the timeline as well as editing it. I also used Premiere when adjusting the time of the clips, slowing it down by about 20% to match the slow tone of the song. I also needed to make sure the timing was accurate otherwise the lip syncing would not match up.  I made sure that through the use of these professional tools, I was able to edit my video to allow it to look as professional and realistic as possible. As well as making sure the visuals matched up with the lyrics,  I had to make sure that the audience were pleased with what they were seeing as well. I did this by increasing the brightness and contrast of the clips, adding vintage and soft effects and positioning the artist in many different positions on the screen to avoid the audience getting bored. I changed the position of the artist and was even able to manipulate the type of shot shown to the audience by using the scale tool, where I was able to zoom in and out on the clip as it played.

Likewise with the AS course, I used Photoshop for my ancillary tasks – the magazine advert and digipak. Using this program again benefitted me greatly as I understood how to use it soundly. I was able to adjust the colours of the images to make them appear brighter and less dull. I also drew the shape of a CD disc onto the digipak to make it look more realistic. Furthermore, I also used InDesign to create my evaluation magazine for the A2 course, which is similar to what I created for the AS course evaluation. This magazine was able to include Question 1 of the evaluation questions which included a range of text and images. Again using InDesign allowed me to set out the evaluation exactly like a magazine, using columns and positioning my text around images.


Question 1B:
NARRATIVE

I am going to discuss theories of narrative in relation to my advanced portfolio. The music video I created was “Young and Beautiful” by Lana Del Rey, featured in the hit movie The Great Gatsby. I focused on narrative to ensure my music video had a structured start, middle and end.

In order to make my music video look as professional and realistic as possible, I drew conventions from real media texts to mine, in order to understand ways in which they conveyed certain concepts to their audiences. I looked at Sinead O’Connor’s music video for ‘Nothing Compares To You’, where Sinead is seen behind a infinite black background throughout the majority of the video, whilst being shot predominately in a close up. I chose to mimic this and put my own twist on it as I used a wider variety of shots, however likewise to Sinead’s song, I wanted to create emotion within the video by having a slow pace and dark image. To look at the video in depth, I compared it to Vernallis’ theory of how music videos are constructed around four concepts – Narrative, Editing, Camera Movement, and Diegesis. The video complies with bits of Vernallis’ theory of however does also challenge it.

For my music video, I looked at Vernallis also. Once analysing the lyrics of the song, I found that it was about a very beautiful woman who is insecure about a man leaving her when she begins to age and her looks begin to deteriorate, and she wants a man who will love her for the woman she is. Therefore, I have decided to create a narrative and performance video of the artist. Based on when the protagonist was younger, we will see her singing to the camera, putting on her makeup and getting more comfortable in her own skin as she progresses from a small studio to a big stage towards the end. The protagonist will then look back on herself from when she is older, happy with the person who she has become.

The narrative in my video will be fragmented, keeping the structure of the video disjointed which supported Vernallis’ theory that ‘the narrative is not always complete’. It also complies with Vernallis’ theory that ‘there is not necessarily a balance between narrative and performance’, as I plan to spend more time on the performance of the artist, whilst the narrative is almost hidden and can only be noticed once it has been stated – so I will still have an element of narrative. This is a convention of pop and indie music videos, which I hope to stick to as I want the audience to associate it with the correct genre.

I have also looked at a theorist called Andrew Goodwin who believed there was a relationship between the music and visuals. My music video will support this, as it is quite heavily performance based I will make sure that the artist sings in time with the music whilst illustrating what’s being sung on the screen. A lyric that I plan to use includes “Hot summer days, rock and roll” where the protagonist signals the rock sign with her hands.

On the other hand, although I do not plan to include a strong narrative story line in my music video, the different shots of the artist performing and the heavy reminiscing theme should still be able to drive the music video forward. This supports Vernallis’ theory that ‘Something drives the video forward, but often it is not the narrative.’

Another theory that supports my music video is Roland Barthes semantic code. I will be using some of the conventions of The Great Gatsby such as the use of costume and hairstyle, however with a modern twist. This means that there will be a deep meaning behind the decisions that the protagonist chooses to take therefore the audience will be able to link the protagonist with this.

My narrative will go against Todorov’s five stage narrative structure. His first stage is ‘equilibrium’ which is essentially where everything is good, however my music video starts with the protagonist when she’s older, acting completely neutral, challenging what Todorov says. He then goes on to say that there is a something happens that ‘disrupts the equilibrium’.   My music video will not involve any kind of disruption, but a solution to the artist being neutral – she will gradually progress throughout the video, and then look back at herself.

To conclude, I am able to create a music video that is primarily performance based, however still involving elements of narrative. My video supports most of Vernallis’ theory on narrative, as well as Barthes, but goes against Todorov’s theory on narrative structure.


Question 2:
POSTMODERNITY

Postmodernity is a very complex theory. Modernity refers to the modernist movement with everything we know today however postmodernity means “coming after modernity”, and in fact contradicts itself. There are a few characteristics of postmodernity, including pastiche, parody, intertextual references and flattening of effect.
Two key examples of postmodern films are both Blade runner and Pulp Fiction. These are very popular exams of postmodernism in the film industry. Firstly Blade Runner is possibly the most popular postmodern film. Ridley Scott's 1982 film is about a future dystopia where "replicates" have been invented and are deemed dangerous enough to hunt down when they escape. The film highlights to be playing with time (the various types of clothes) and culture and genre by mixing them all together to create the world of the film. "The postmodern look of Blade Runner is therefore the result of recycling, fusion of levels, discontinuous signifiers, explosion of boundaries, and erosion. The disconnected temporality of the replicants and the pastiche of the city are all an effect of a postmodern, post-industrial condition: wearing out, waste." Moving on pulp fiction is another popular example of a postmodernist film. The film tells the interweaving stories of gangsters, a boxer, and robbers. The film breaks down chronological time and demonstrates a particular fascination with intertextuality: bringing in texts from both traditionally "high" and "low" realms of art. By focusing on intertextuality and the subjectivity of time, Pulp Fiction demonstrates the postmodern obsession with signs and subjective perspective as the exclusive location of anything resembling meaning.


My first case study is The Lego Movie (2014) which was directed by Phil Lord and Christopher Miller, produced by Warner Bros. Lego is a very popular franchise therefore it’s known to be a postmodern film without even trying.

The Lego movie is set in an animated world and isthe heroic journey of regular-guy Emmett and his quest to stop Lord Business from destroying the world with his super weapon The Kragle. On the other hand, the boy is set in reality attempting to play with his dads Lego while his dad wants to maintain complete and absolute order, not giving in to the creativity of Lego. There are layers of reality, and only the main hero is able to see both completely. Built within this multiple-layered-reality are iconic figures like Batman and Star Wars characters, as well as eclectic combinations such as Unikitty. Pastiche is highlighted to us throughout the film. It is never taken too seriously and the script reads like it has been written by a young child, allowing the audience to relax and enjoy watching the film. Moreover intertextuality is displayed bringing characters in drawing iconic personalities that we already now. A prime example of this in the film is the character Batman as we do not need any explanation of who Batman is and why he does certain this as we already know this from previous experience. Flattening of affect is suggested through the character Emmit where he lives in a world of popular music, formulaic television, and people who always follow the instructions. At first it seems like an evil corporate plot, but when we pull back and see the father-son relationship in the framing narrative, we realise that this isn't exactly the case. This is because the Lego franchise creates many different characters for their toys for children to play with such as Batman.

My other case study is the music video “California Gurls” by Katy Perry ft. Snoop Dogg. The video begins with an image of a board game. This, as well as the pink, candy floss clouds suggests an element of hyperreality. There is a play of words – ‘Candyfornia’ instead of ‘California’.

The whole video seems to imitate the classic film ‘The Wizard of Oz’ (1939), through the use of pastiche, with Katy taking on the role of Dorothy as she saves three candy characters (who are replacing the characters of the tin man, the lion and the scarecrow as she skips across a candy lane (the yellow brick road). The video is heavily based on candy and all things sweet. The audience are then introduced to featured artist, Snoop Dogg, who is dressed as ‘Sugar Daddy’ in a sweet patterned suit. Through mise-en-scene, his clothing can be intertextually linked to Gene Wilder’s costume as Will Wonka in Willy Wonka & The Chocolate Factory (1971). Audiences will immediately identify the similarities of their sweet patterned clothes and brown cane, associating Snoop Dogg with the hyperreal sweet land. By placing him over the game board, and close up shots of him putting Katy Perry into the game, which creates a God-like status. This hyperreal candy land is based in Hollywood which is an intertextual reference. This also references the board game ‘Candy Land’, with much of the set decorated with cupcakes, ice creams, cotton candy, and lollipops. There is also a lot of teddy bears and dream-like scenarios; Katy is seen to be conforming to Laura Mulvey’s theory of the Male Gaze as she is seductively eating candy floss, lying bare on a pink cloud and using direct address to the camera by giving eye contact. The lighting is very bright and everything is colourful to make the video seem like a fantasy. Katy wears a lot of eccentric outfits, such as a corset and tutu with a lot of sweets stuck to it as she wonders around a forest of candy. She’s wearing a purple wig which makes her seem very childish in a teenage dream. We can also see Katy waving to over-sized gummy bears who appear to be alive which uses personification. An element of parody is seen in the music video, as the references to Willy Wonka is reinforced as Snoop Dogg is followed by these gummy bear workers. This is an intertextual reference to Willy Wonka as his workers are ‘Oompa Loompas’ so the audience can relate to the bears and gain an understanding of what their purpose is. We can see that Snoop Dogg is rolling sugar dice; controlling Katy on a board game which signifies that the video is not real. Other props involve Katy’s friend floating in a bubble gum balloon and Katy saving her with her stiletto heel – which is clearly very unrealistic. The candy canes at one point turn into snakes which symbolizes that even a dream has it’s faults. Katy then proceeds to climb the candy cane and is floating in a candy floss cloud. Whilst in the cloud, Katy is nude which signifies her growth within the video, in contrast to her previous child-like behaviour. At another point, Katy crosses another candy cane over a very dark ‘town’ which is actually chocolate. The gingerbread man is saved by being given a heart by Katy to make him happy – similar to the Tin Man in The Wizard of Oz who doesn’t have a heart. Half way through the song, Katy switches outfits into denim daisy dukes and a bralet which is like cupcakes and cream; the lyrics match the visuals of the music video. The next person she saves is stuck in a sweet wrapper. They then proceed to find a castle which is like Emerald City and she then stays in this wonderland. The director uses pastiche to self-consciously imitate the ‘fembot’ scene from film ‘Austin Powers: International Man of Mystery’ (1997). This is reinforced through the use of mise-en-scene where the Katy’s hair is styled in a similar way and she fires whipped cream at the gummy bears from her chest. She quickly defeats the army after which the stunned king throws down his staff and surrenders. The video ends with "Sugar Daddy" buried up to his neck in the sand by the women, nonetheless admiring their beauty and wishing that women everywhere could be California girls. Various California landmarks appear in the video, such as the Hollywood Walk of Fame, the Hollywood Sign and some West Coast beaches which were all made out of confectionery. 

Lastly, another postmodern medium I will be discussing is video game. A well-known example of postmodern video game is Grand Theft Auto which immerses the player in a convincing, intricate and believable-world, but that the reality it represents is the stuff of films and other media. Another example is The Sims is a strategic, life simulation video game series developed by Maxis and later by The Sims Studio, and published by Electronic Arts. It is one of the most successful video games series of all time. The player creates virtual people called “Sims” and
places them in houses and helps direct their moods and satisfy their desires.
Hyper-reality is seen throughout the Sims where you can create characters
however you want to. You can recreate your image as something completely
different and plan their life for them. Baudrillard argued that a simulacrum is not
a copy of the real, but becomes a truth in its own right. This is the case in the
Sim's with the language that they use - Simlish. It's not a copy of any language
but has its own meaning in the game. There is no proper translation for the
language and to us sounds like random noises and sounds. This is the creators
trying to imitate what it's like when we hear an unknown language that we don't
speak or understand, as to us it then becomes a range of noises and sounds. In
addition to this !he Sims uses intertextuality to make the game seem more
realistic and therefore includes features from reality that we can associate with.
 !hey do this very subtly through the use of different television shows available
for the Sims to watch and also the music they can listen to. They change the
language to Simlish but they are still the same TV shows and songs we listen to
and would recognise. They also have new expansion packs to add to the game
and well known celebrities such as Katy Perry, which shows how
she is still recognised in the game for her talent. As well as the features which we
see in the game The Sims have created a large number of different games. One
prime example of this is the Katy Perry edition. In this game we see that the sim
being used to play is Katy Perry and the whole game features her, her music and

custom features all to do with Katy, including all of the props noted when discussing the Katy Perry music video above!

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