In December 2008, I posted about an interactive website that I was writing scripts for called FiveZs, and thought that I had also posted about a short animation called The Unsucksessful Vampire that I was writing the script for. But upon a look through the archives (it didn't take long), there is no such post. So I must have imagined it.
But anyway, as I never received a copy of the animation, I have recently found it on YouTube and watched it for the first time. It was made by final year students at the then titled The Arts Institute Bournemouth (now The Arts University College Bournemouth) in the class of 2009.
So after no information or hype, I proudly present:
So there it is. What did you think?
Now for some brief exposition:
The collaboration came about after replying to an advert looking for a scriptwriter to pen the narration to an animation that was currently being made. Feeling out of my depth, set on rejection, but fired up about the prospect of writing it, I applied. I used my Vampire and Book short animation scripts as an example of my work, and they did the trick.
Although, I was completely frightened and equally enthralled about the task ahead. At that time, I hadn't written a specific narration before and had no idea whether I'd be able to do it. Plus it was a great project to be involved in and I didn't want to let anyone down. But I learnt fast and managed to hold up my end of the bargain and deliver. It was such a proud achievement and challenging, fun process and one that I have learnt so much from.
Much the same follows the story of FiveZs (Interactive Media Production at Bournemouth University) and writing those scripts: replying to an advert, feeling out of my depth, highly pressured, no experience, etc... but I came through and delivered.
From my previous post on FiveZs and writing for that I wrote about writing many puzzles and designing various other levels. Although they all didn't make it into the final version because it was all much too ambitious for a looming deadline and one student working hard to create it all. But what was made of the scripts works really well and I'm proud of it. So I've decided to add it to my portfolio on my website and you can view the interactive website here. It's best to view it in full-screen (F11) if you have a small screen as the bottom section cuts off.
Besides the challenge and the pressure, I had a lot of fun writing them. So I hope you enjoy them!
[Archived blog] on and after BA (Hons) Scriptwriting For Film & Television at Bournemouth University
Showing posts with label Collaborations. Show all posts
Showing posts with label Collaborations. Show all posts
Sunday, 7 November 2010
Monday, 19 October 2009
The Pedlar of Swaffham. Update.
I had a surreal trip back up to Bournemouth and the University on Friday to meet the animators (BACVA) and talk about the script.
And the good news is it's happening and the script will be made, which is great and I'm really pleased!
The animated short will be thirty seconds long and in what was descibed by the course leader as quality over quantity. This has got me intrigued to how it will turn out and most especially the view of Old London Bridge with its mish-mash of structures.

The final script deadline is in two weeks and will be discussed and finalised with the four animators. The group will then spend the year creating the animation, which I assume will be completed in the summer term around June/July next year.
It's incredible being back in a collaboration as there's nothing like it. I'm really looking forward to getting the script finalised and then on seeing the progress and offering any character/story advice and details I can.
It's nice to be on the road to having a sole written animation produced and has been one of my ambitions for awhile.
Just awesome.
And the good news is it's happening and the script will be made, which is great and I'm really pleased!
The animated short will be thirty seconds long and in what was descibed by the course leader as quality over quantity. This has got me intrigued to how it will turn out and most especially the view of Old London Bridge with its mish-mash of structures.

The final script deadline is in two weeks and will be discussed and finalised with the four animators. The group will then spend the year creating the animation, which I assume will be completed in the summer term around June/July next year.
It's incredible being back in a collaboration as there's nothing like it. I'm really looking forward to getting the script finalised and then on seeing the progress and offering any character/story advice and details I can.
It's nice to be on the road to having a sole written animation produced and has been one of my ambitions for awhile.
Just awesome.
Sunday, 18 October 2009
The Unsuckessful Vampire. - [Reflection/Update]
Strangely this is the first post on this collaboration which was completed over six months ago. But it was such an incredible experience that I am going to offer a brief insight and reflection on the project.
The Unsuccessful Vampire is a three minute stop-motion animation produced across the road from Bournemouth University at The Arts Institute Bournemouth. I didn't write the animation's story but did co-write the narration to it and had a blast.
Initially being chosen for the project was a mix of terror and excitement. I had no experience in the area and wanted to achieve the best I could because I didn't want to let anyone down and wanted to do justice to the story/visuals.
So I was given an animatic (rough version) of the short and had to come up with a suitable narration to accompany it. There was 30 seconds of an original attempt from the start, which helped to guide me and in the end most of it remained because it worked so well. At first it was very difficult because I had no story or character notes to work from, just the animatic/part narration and the fact that this vampire was rather unsuccessful in his line of work, well in his nature. But once I got started and involved it all started to flow and was great fun.
I think I did three rewrites on the narration which spanned over six months and received some great notes on them. I had time on this which was the best thing because it took awhile to get into the mind of the story and the world of animation. But it was such an incredible and rewarding challenge, and fun thing to do that I really miss the process. There were a few problem areas for awhile, where it just seemed impossible that anything suitable would fit there. But in the end, suitable words came from nowhere and seemed to fit and work.
It was such a great story and animatic and relaxed collaboration that it was a pleasure to work on and I learnt so much that it was also a blessing.
Currently, the short is being shown around film festivals and I should be able to get a copy within a month or so, as I haven't seen the finished version yet.
I do hope that it will be uploaded online at some point as it would be great to be able to proudly post the link.
The Unsuccessful Vampire is a three minute stop-motion animation produced across the road from Bournemouth University at The Arts Institute Bournemouth. I didn't write the animation's story but did co-write the narration to it and had a blast.
Initially being chosen for the project was a mix of terror and excitement. I had no experience in the area and wanted to achieve the best I could because I didn't want to let anyone down and wanted to do justice to the story/visuals.
So I was given an animatic (rough version) of the short and had to come up with a suitable narration to accompany it. There was 30 seconds of an original attempt from the start, which helped to guide me and in the end most of it remained because it worked so well. At first it was very difficult because I had no story or character notes to work from, just the animatic/part narration and the fact that this vampire was rather unsuccessful in his line of work, well in his nature. But once I got started and involved it all started to flow and was great fun.
I think I did three rewrites on the narration which spanned over six months and received some great notes on them. I had time on this which was the best thing because it took awhile to get into the mind of the story and the world of animation. But it was such an incredible and rewarding challenge, and fun thing to do that I really miss the process. There were a few problem areas for awhile, where it just seemed impossible that anything suitable would fit there. But in the end, suitable words came from nowhere and seemed to fit and work.
It was such a great story and animatic and relaxed collaboration that it was a pleasure to work on and I learnt so much that it was also a blessing.
Currently, the short is being shown around film festivals and I should be able to get a copy within a month or so, as I haven't seen the finished version yet.
I do hope that it will be uploaded online at some point as it would be great to be able to proudly post the link.
Labels:
Animations.,
Collaborations,
The Unsuccessful Vampire,
The Unsucksessful Vampire,
Writing for Animation,
Year One
Sunday, 11 October 2009
The Pedlar of Swaffham.
I've recently completed an unexpected short animation script entitled 'The Pedlar of Swaffham,' which I'm really proud of.
I had initial doubts in achieving the script as by nature it was different to my other animation shorts and was my first adapted piece.
The Pedlar of Swaffham is an english short story that derives from the legend and myth of said Pedlar who came into a fortune due to a dream.
The project came about through Bournemouth University and the new wave of first year animators there. Five short stories were available for adaptation and the best ones will be created into animations by a team over the next year.
This was an opportunity I thought was too good to be true and there was no way i was going to pass on it. I love animations and writing them and have been trying to get 'Book' and 'Vampire' made for awhile. And, here was the chance to potentially get a written credit on a short animation! Too good to be true, and yet it is. :)
So I got reading the short stories, found mine and got to work, and with a one-week deadline. It may have only been six or seven pages long but the story's essence had to be compressed to a mere 2-3 pages of screen time, which was rather difficult as there was a major section of dialogue at a crucial point, had a lot of beats in the story and was historical. And I had picked the easiest one to adapt!
But the more I cut certain beats out on the fly and under pressure, I realised that the audience could deduce for itself what was missing and I soon found out the story could work with its bare bones. It's fascinating now, how quick I am to cut my favourite things as from experience they're often the weakest link, and with this I went straight to them and with only a slight hesitation. The characters and story always comes first, not me.
One of the most fascinating parts of it was the research, and finding out about the Old London Bridge (which the Pedlar visits) and that there used to be shop buildings on there, which people also lived in. The pictures and info I found were incredible and took me off on a tangent for awhile. It was a really great discovery as I love finding out about these kinds of historical gems.
Only in London folks:

It was such an incredible project and exercise and went so fast that I really miss it. I hope it gets picked so I can return to it and improve on it and hopefully see it for real.
It has also proved once again and only in the words of George Mcfly:
'If you put your mind to it, you can accomplish anything.'
I had initial doubts in achieving the script as by nature it was different to my other animation shorts and was my first adapted piece.
The Pedlar of Swaffham is an english short story that derives from the legend and myth of said Pedlar who came into a fortune due to a dream.
The project came about through Bournemouth University and the new wave of first year animators there. Five short stories were available for adaptation and the best ones will be created into animations by a team over the next year.
This was an opportunity I thought was too good to be true and there was no way i was going to pass on it. I love animations and writing them and have been trying to get 'Book' and 'Vampire' made for awhile. And, here was the chance to potentially get a written credit on a short animation! Too good to be true, and yet it is. :)
So I got reading the short stories, found mine and got to work, and with a one-week deadline. It may have only been six or seven pages long but the story's essence had to be compressed to a mere 2-3 pages of screen time, which was rather difficult as there was a major section of dialogue at a crucial point, had a lot of beats in the story and was historical. And I had picked the easiest one to adapt!
But the more I cut certain beats out on the fly and under pressure, I realised that the audience could deduce for itself what was missing and I soon found out the story could work with its bare bones. It's fascinating now, how quick I am to cut my favourite things as from experience they're often the weakest link, and with this I went straight to them and with only a slight hesitation. The characters and story always comes first, not me.
One of the most fascinating parts of it was the research, and finding out about the Old London Bridge (which the Pedlar visits) and that there used to be shop buildings on there, which people also lived in. The pictures and info I found were incredible and took me off on a tangent for awhile. It was a really great discovery as I love finding out about these kinds of historical gems.
Only in London folks:

It was such an incredible project and exercise and went so fast that I really miss it. I hope it gets picked so I can return to it and improve on it and hopefully see it for real.
It has also proved once again and only in the words of George Mcfly:
'If you put your mind to it, you can accomplish anything.'
Friday, 19 December 2008
ZZZZZ - The World Of Deep Sleep.
Over the last month I’ve been working with a third year Interactive Media Production student on his major project; an 'interactive first-person game narrative website'. The story is that Colour has been stolen from Deep Sleep and your goal is to return it to its former glory through varied game play and narrative sections.
The collaboration came about through an email sent out to the scriptwriters 'looking for a scriptwriter to write the scripts to an already set story'. So I initially thought that it would be a) a quick job b) a challenge for myself to distill his vision into script form and c) I would be helping this guy out. Plus d) since the summer project in the first year, I wanted to be involved on another interactive website. So I replied and heard back from him pretty soon.
The initial meeting went well and I heard the concept for the website and was intrigued and interested. The great thing was that it was a leftfield concept that I’d like to create and would want to play. From our chat I realised that the overall story was there but in step-by-step script/story detail it wasn’t as set as I thought. And so I discovered that there was room for my own ideas to feature within the project at various sections and he was happy to give me the freedom to carry that out. I was really happy because I got to be creative not only on a narrative level but on a gameplay level also. So it was the best outcome for me.
He’d had a few replies from second year scriptwriters but I was the only third year that replied to him. And upon that basis I was offered the task of writing the scripts for the project, which I happily accepted. The others though were held as standbys in case I wasn’t available to complete all the sections.
An appropriate note; would be that after the meeting I was elated on a creative level but also extremely worried because I’d never written an interactive first person game script before. I was worried that my work would fall short and I‘d let him down. But I approached it on the basis that I’m only going to write what I would enjoy playing and as my expectations are sky high, I knew that on some level I would achieve my objective.
The next meeting we spoke about one of the in-game rooms and the first script I would write. The story for the room had a character who was an obstacle and gave you riddles, in which you had to answer to receive a key. There was no specifics on the room, or the character but a generic type or anything that existed in the room that had to feature. It was just those three specific things; a character, riddles and a key. So I was able to come up with the story, dialogue, enhanced character and scenario that complimented the world of Deep Sleep; and plotting and direction that enhanced the experience from a first person point of view.
Something that's worth noting is that before when working on something that I'm unsure with or ideas in general, I would be too scared to show them to anybody in fear of embarrassment or rejection. But as I've now built up good working relationships with two scriptwriting colleagues and trust their judgement, it has given me the confidence to show them work (and now others) without much fear but the desire to find the missing elements to make it work. And I somewhat anxiously showed this 'room script' to a close colleague and he approved and said he liked it, which helped to ease my insecurities with it. Over the last six months sharing ideas and scripts has become second nature and my view is simply; 'you win some, you lose some' and try not to take any feedback, however harsh and founded to heart and take everything into consideration to make it better.
Upon meeting for the reviewing of the script I was still a little nervous and anxious that it wouldn’t be good enough and I‘d have to change parts. But I was completely ecstatic and happy with the script from my point of view as a player. But my nerves were short lived as he loved the script and said it was perfect. He said it was exactly what he wanted. He said 'he wanted it to carry a story within the room' and so was really pleased with it.
I was extremely happy and looking forward to writing the next room, which had the same three obstacle/goal elements as the previous; a) three characters, b) puzzles and c) collect a parchment. And it was up to me to create the story scenario, dialogue and interaction within the room and narrative. The review meeting for this script was a good one also as he was happy with it which was reassuring as I wasn’t a hundred percent happy with it, unlike the previous. I was about ninety percent happy with it. He shared the same reservations about the gameplay and wasn’t satisfied that the puzzles and lead into them was the best it could be. But he said as that was his area he would figure that out.
Recently I’ve completed an intro to the first chapter and an outro, which consist of meeting a character and receiving your task; and returning to the character to return what he asked you to get. They total two pages in length and follow the premise and conclusion of the story for that chapter. He was really happy with those and didn’t need any changes to be made.
I’ve also completed the third room script for the first chapter of which the previous two room scripts are a part of. The room was more involved on the gameplay and less on dialogue and character action, and so was the shorter and less free creatively than the other two. But enjoyable nonetheless. Again, he was happy with the script apart from one line of dialogue which needs to be changed.
At the moment Chapter Two requires a few small video and dialogue sections to be written. The entire chapter is based around a specific interactive format with set stories and so only requires character dialogue. I hope to have that completed within a day or two. Then work on Chapter Three will begin. I have a rough idea of what’s required but I‘m awaiting the overview. There is a fourth and final conclusive chapter of which I have no info about as I don‘t think it‘s been decided yet. So I don’t know what to expect there. But it must include a closing video to round up the main characters story and the experience.
Overall things are going well with this although time is pressing as the shoot is schedule for the 5th of Jan. But looking back I did hesitate about this advertisement and job because I had no experience or confidence in carrying it out effectively. But somehow, I just thought that it can't hurt to see what it's all about and so 'nothing ventured nothing gained.'
An important note and testament is that as much as I like the scripts I wrote (with room one being my favourite) I’m not possessive of them. I’m happy if anything is changed because I’ve done my part and I respect that it‘s somebody else‘s project and that I was just there to help provide the best scripts I could.
Overall, the project has been a really challenging and highly rewarding experience, even at the half-way stage. It’s been a nice experience and I hope that ZZZZZ can be realised to its full potential.
And I can’t wait to play it.
The collaboration came about through an email sent out to the scriptwriters 'looking for a scriptwriter to write the scripts to an already set story'. So I initially thought that it would be a) a quick job b) a challenge for myself to distill his vision into script form and c) I would be helping this guy out. Plus d) since the summer project in the first year, I wanted to be involved on another interactive website. So I replied and heard back from him pretty soon.
The initial meeting went well and I heard the concept for the website and was intrigued and interested. The great thing was that it was a leftfield concept that I’d like to create and would want to play. From our chat I realised that the overall story was there but in step-by-step script/story detail it wasn’t as set as I thought. And so I discovered that there was room for my own ideas to feature within the project at various sections and he was happy to give me the freedom to carry that out. I was really happy because I got to be creative not only on a narrative level but on a gameplay level also. So it was the best outcome for me.
He’d had a few replies from second year scriptwriters but I was the only third year that replied to him. And upon that basis I was offered the task of writing the scripts for the project, which I happily accepted. The others though were held as standbys in case I wasn’t available to complete all the sections.
An appropriate note; would be that after the meeting I was elated on a creative level but also extremely worried because I’d never written an interactive first person game script before. I was worried that my work would fall short and I‘d let him down. But I approached it on the basis that I’m only going to write what I would enjoy playing and as my expectations are sky high, I knew that on some level I would achieve my objective.
The next meeting we spoke about one of the in-game rooms and the first script I would write. The story for the room had a character who was an obstacle and gave you riddles, in which you had to answer to receive a key. There was no specifics on the room, or the character but a generic type or anything that existed in the room that had to feature. It was just those three specific things; a character, riddles and a key. So I was able to come up with the story, dialogue, enhanced character and scenario that complimented the world of Deep Sleep; and plotting and direction that enhanced the experience from a first person point of view.
Something that's worth noting is that before when working on something that I'm unsure with or ideas in general, I would be too scared to show them to anybody in fear of embarrassment or rejection. But as I've now built up good working relationships with two scriptwriting colleagues and trust their judgement, it has given me the confidence to show them work (and now others) without much fear but the desire to find the missing elements to make it work. And I somewhat anxiously showed this 'room script' to a close colleague and he approved and said he liked it, which helped to ease my insecurities with it. Over the last six months sharing ideas and scripts has become second nature and my view is simply; 'you win some, you lose some' and try not to take any feedback, however harsh and founded to heart and take everything into consideration to make it better.
Upon meeting for the reviewing of the script I was still a little nervous and anxious that it wouldn’t be good enough and I‘d have to change parts. But I was completely ecstatic and happy with the script from my point of view as a player. But my nerves were short lived as he loved the script and said it was perfect. He said it was exactly what he wanted. He said 'he wanted it to carry a story within the room' and so was really pleased with it.
I was extremely happy and looking forward to writing the next room, which had the same three obstacle/goal elements as the previous; a) three characters, b) puzzles and c) collect a parchment. And it was up to me to create the story scenario, dialogue and interaction within the room and narrative. The review meeting for this script was a good one also as he was happy with it which was reassuring as I wasn’t a hundred percent happy with it, unlike the previous. I was about ninety percent happy with it. He shared the same reservations about the gameplay and wasn’t satisfied that the puzzles and lead into them was the best it could be. But he said as that was his area he would figure that out.
Recently I’ve completed an intro to the first chapter and an outro, which consist of meeting a character and receiving your task; and returning to the character to return what he asked you to get. They total two pages in length and follow the premise and conclusion of the story for that chapter. He was really happy with those and didn’t need any changes to be made.
I’ve also completed the third room script for the first chapter of which the previous two room scripts are a part of. The room was more involved on the gameplay and less on dialogue and character action, and so was the shorter and less free creatively than the other two. But enjoyable nonetheless. Again, he was happy with the script apart from one line of dialogue which needs to be changed.
At the moment Chapter Two requires a few small video and dialogue sections to be written. The entire chapter is based around a specific interactive format with set stories and so only requires character dialogue. I hope to have that completed within a day or two. Then work on Chapter Three will begin. I have a rough idea of what’s required but I‘m awaiting the overview. There is a fourth and final conclusive chapter of which I have no info about as I don‘t think it‘s been decided yet. So I don’t know what to expect there. But it must include a closing video to round up the main characters story and the experience.
Overall things are going well with this although time is pressing as the shoot is schedule for the 5th of Jan. But looking back I did hesitate about this advertisement and job because I had no experience or confidence in carrying it out effectively. But somehow, I just thought that it can't hurt to see what it's all about and so 'nothing ventured nothing gained.'
An important note and testament is that as much as I like the scripts I wrote (with room one being my favourite) I’m not possessive of them. I’m happy if anything is changed because I’ve done my part and I respect that it‘s somebody else‘s project and that I was just there to help provide the best scripts I could.
Overall, the project has been a really challenging and highly rewarding experience, even at the half-way stage. It’s been a nice experience and I hope that ZZZZZ can be realised to its full potential.
And I can’t wait to play it.
Monday, 26 May 2008
Collaborating With Scriptwriters.
There was a time when I was all for collaborating (outside uni work) with other writers and it was something that I was extremely interested in and couldn't wait to do.
In the end I did get my chance and at the time it went really well and was the greatest thing. But without sounding cruel, the problem wasn't the story or its execution, it was actually really good and had a lot of potential, but the mistake was jumping into a partnership with someone I didn't really know. I don't say that in a regretful or backstabbing way; I mean generally we didn't actually know each other, and due to that a few months later the project pretty much collapsed without really knowing why it did.
In a collaboration you look for that quick story; you feed off each other and things get moving pretty quickly, and the work is essentially divided. However, both feel like they're not providing enough and are holding all the worry, which is probably where many partnerships breakdown due to a lack of communication. And to be honest, I had actually provided little early on, to the concept and characters, and didn't feel too great about it - and often thought if I was actually needed. And so I wanted to make up for it and in the end I think I did. It worked for me as I felt as I had contributed enough but overall it didn't do things any good.
I learnt a great deal overall on the project and actually learnt more about writing than in my whole first year at university (aided with Genesis; the Heroes pilot script), so i have no regrets at all about it. Its just the way it goes sometimes.
So I guess, the best advice when looking or embarking on co-writing something, is to know the person beforehand, know where you and the project stand, maybe even state it outright and agree on working terms, if all should go well.
Also, pick something that has the potential to be sold in this country within a targeted area, unless you're happy with writing for fun and just further experience at writing.
For now, I'm dubious about working with other people and won't rush into anything without further consideration. But as a writer, I think I should first develop my own skills, work ethics and portfolio and just see what comes along.
The best things are the unexpected, so who knows.
In the end I did get my chance and at the time it went really well and was the greatest thing. But without sounding cruel, the problem wasn't the story or its execution, it was actually really good and had a lot of potential, but the mistake was jumping into a partnership with someone I didn't really know. I don't say that in a regretful or backstabbing way; I mean generally we didn't actually know each other, and due to that a few months later the project pretty much collapsed without really knowing why it did.
In a collaboration you look for that quick story; you feed off each other and things get moving pretty quickly, and the work is essentially divided. However, both feel like they're not providing enough and are holding all the worry, which is probably where many partnerships breakdown due to a lack of communication. And to be honest, I had actually provided little early on, to the concept and characters, and didn't feel too great about it - and often thought if I was actually needed. And so I wanted to make up for it and in the end I think I did. It worked for me as I felt as I had contributed enough but overall it didn't do things any good.
I learnt a great deal overall on the project and actually learnt more about writing than in my whole first year at university (aided with Genesis; the Heroes pilot script), so i have no regrets at all about it. Its just the way it goes sometimes.
So I guess, the best advice when looking or embarking on co-writing something, is to know the person beforehand, know where you and the project stand, maybe even state it outright and agree on working terms, if all should go well.
Also, pick something that has the potential to be sold in this country within a targeted area, unless you're happy with writing for fun and just further experience at writing.
For now, I'm dubious about working with other people and won't rush into anything without further consideration. But as a writer, I think I should first develop my own skills, work ethics and portfolio and just see what comes along.
The best things are the unexpected, so who knows.
Saturday, 26 April 2008
Espresso. Update.
I pitched the idea with a treatment. She said she liked some bits and wasn't so keen on others - which was in fact more than i had hoped for. I i sent it on the off chance she'd have time to read it and maybe like it or for it to spark off a separate idea.
So the story, has one major element missing now, which in fact is all the better for it and i'm glad she was honest about what she didn't like. I was also upfront about her honesty and made it clear i wouldn't take it personally. I just said 'I want you to pick out what you like and then we can adapt it to what you want.' After all, it is her film and ultimately i'm just working towards helping her to achieve it and in the best possible way.
What's gone is the 'case of mistaken identity' part, which is more suitable for a longer film. Its more simpler now and works a lot better for this type of story and its length.
Originally, I liked the idea of it being filmed in the French language, as its what inspired it. So it was a nice coincidence when it was suggested about filming it in a foreign language. In the end, Spanish was agreed as the most suitable, as it fits the characters and the story better. Overall, its much sexier than French or any other language.
The producer/director is looking for outside funding as her ambition is to shoot it in abroad, which would give the film a real authenticity and be pretty amazing.
I'm really happy that i'm getting to write this and that the gamble paid off - it's going to be really cool and its a big challenge as romance in cafes isn't my usual gig; in both senses of the word.
So the story, has one major element missing now, which in fact is all the better for it and i'm glad she was honest about what she didn't like. I was also upfront about her honesty and made it clear i wouldn't take it personally. I just said 'I want you to pick out what you like and then we can adapt it to what you want.' After all, it is her film and ultimately i'm just working towards helping her to achieve it and in the best possible way.
What's gone is the 'case of mistaken identity' part, which is more suitable for a longer film. Its more simpler now and works a lot better for this type of story and its length.
Originally, I liked the idea of it being filmed in the French language, as its what inspired it. So it was a nice coincidence when it was suggested about filming it in a foreign language. In the end, Spanish was agreed as the most suitable, as it fits the characters and the story better. Overall, its much sexier than French or any other language.
The producer/director is looking for outside funding as her ambition is to shoot it in abroad, which would give the film a real authenticity and be pretty amazing.
I'm really happy that i'm getting to write this and that the gamble paid off - it's going to be really cool and its a big challenge as romance in cafes isn't my usual gig; in both senses of the word.
Saturday, 1 March 2008
Espresso.
The other day I asked a friend on television production whether or not she had an idea for her major production yet. I’ve asked a few this same question because the bottom line is ‘I want to write it.’ So I asked and she didn’t have an idea yet. She then joked ‘Write me something and I’ll see.’ I said ‘Ok. I have something already in mind.’
I had been working on an idea for awhile with the specific intention (and hope) it would become somebody’s major production. There’s no saying that she’ll like it but at least she’ll read it, or possibly recommend it to someone else or even ask for something more specific.
It’s called Espresso and is essentially:
‘A case of mistaken identity leads to a romantic meeting.’
The short film was inspired by all the charm and romance of those French films that have scenes in cafes where two people meet and instantly fall in love. And even so I originally wanted it to be filmed like a foreign language film and have English subtitles. I knew from the beginning that if i got it right it would make a great short film. But at the time I didn’t have a clue or thought that I’d be able to pull it off. But now the story is looking good and I’ve got even more drive to complete it. So I’m pretty chuffed that its going to be finished and even if its not suitable then I can just keep passing it around.
‘The universe is made of stories, not of atoms’
-Muriel Reskner
I had been working on an idea for awhile with the specific intention (and hope) it would become somebody’s major production. There’s no saying that she’ll like it but at least she’ll read it, or possibly recommend it to someone else or even ask for something more specific.
It’s called Espresso and is essentially:
‘A case of mistaken identity leads to a romantic meeting.’
The short film was inspired by all the charm and romance of those French films that have scenes in cafes where two people meet and instantly fall in love. And even so I originally wanted it to be filmed like a foreign language film and have English subtitles. I knew from the beginning that if i got it right it would make a great short film. But at the time I didn’t have a clue or thought that I’d be able to pull it off. But now the story is looking good and I’ve got even more drive to complete it. So I’m pretty chuffed that its going to be finished and even if its not suitable then I can just keep passing it around.
‘The universe is made of stories, not of atoms’
-Muriel Reskner
Subscribe to:
Posts (Atom)