A5 pt2 Studio Review

For our studio’s final assignment with multiple small groups (A2), our prompt was to creatively use elements of Multicam production to produce a 10-minute game show. This assignment was the lead-up to our final assignment in which the whole class was involved in producing two 30-minute episodes of a show (The Charlie Show). With the task of creatively utilising the studio and Multicam production, assignment 2 included new additions of acquiring the EVS for ‘stings’ and pre-recorded footage, as well as putting more focus on the script and pre-production planning.

Mr Matchmaker takes inspiration from vintage dating shows from the 60s and 70s, focusing on the concept of blind speed dating rounds. The group effectively used four cameras and had specific shots assigned to them to have a variety of shots to switch to for vision switching. In addition, they successfully incorporated EVS into the presentation of their show. The group’s use of pre-recorded footage to lead up to the following segment was cued on well and enhanced the viewing experience from an audience standpoint. The inclusion and practice of pre-recorded EVS footage were sufficient for us later on for our final assignment as The Charlie Show included several EVS ‘stings’ and pre-recorded segments throughout the two episodes. Furthermore, the addition of sound effects, i.e. the sound of a gunshot as a contestant gets kicked out, would later on, be practice for us on including background music or sound effects during segments in The Charlie Show.

“Liar Liar” Pants on Fire is a three-segment structured game show that focuses primarily on the use of EVS and GFX, and the comedic improvisation of narrative amongst the host, contestants, and judge. The group were able to creatively utilise the studio space by splitting the studio into two sets.  Though in the same space, through camera framing and the elements of props and lighting, the group successfully distinguished the primary set being the main stage (host and contestants), and the smaller set being the judge’s basement. Furthermore, they incorporated the use of EVS and GFX to enhance the show’s visual aspects to resemble tropes of common game shows you see on television. The use of EVS for ‘stings’ that present the following segment, and the GFX for the lower thirds and the game rounds requiring the use of the TV on set was on par with the aesthetics and the wackiness of “Liar Liar” Pants on Fire. The trial and error of operating full-screen GFX onto the television would later be effective for The Charlie Show during segments, such as when Johnny and Caleb play a game of ‘Search History’.

Another studio that I looked at was Doing Mobile Media. Upon reading about their studio’s prompt, I was interested in how groups were able to showcase the use of mobile media devices at shaping the understanding of media practice. Zachary’s Queery concept was very creative and thought-out in terms of the technical aspects of media making through mobile media devices. The idea of sharing personal stories based on a location is unique as it encourages the appreciation of stories and the empowerment of creating media themselves. Furthermore, Zachary also mentioned the importance of privacy; with the concept of sharing stories through a geo-tagging platform, Queery does not require a user to include a photo of themselves and only requires a first name. Queery also includes several built-in features for users to customise their options, i.e. the mood of stories allows users to feel in charge of their account on Queery and further encourages media making practice.

Moving on, Vertical Cinema Installation by Campbell was a moving experience to view. The approach of experimenting with the style of vertical videos was captivating as many of today’s media-making practices revolve around vertical videos, i.e. Instagram ‘Reels’ and TikTok videos. In terms of Campbell’s concept, it focuses on putting the topic of the BLM movement and how the style of vertical videos can be presented in the real world as a work of art to appreciate. The project involves having multiple screens placed around the exhibition, even including the ceilings and floor. Blending the concept of digital media with the physical world creates an interactive experience for viewers to engage with and understand on a deeper level. Campbell’s attempt to make viewers feel immersed in the stories presented to them creates an empowering outlook on how mobile media devices can shape one’s understanding of certain topics even more. Moreover, Vertical Cinema Installation also made me question the perception of mobile media-making. Campbell’s idea of combining digital and real-world media-making interactions made me identify the misconception of vertical videos as cheap viral videos is untrue. It could be more than that if one’s perception were more open, and that is what I felt Campbell was trying to point out. 

 

 

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