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All opinions on this site are those of Mike Jones and are not intended to represent his employers or associates.

 

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Monday
Jan022012

Transcending Plot

For all my love of narrative and story complexity, there are times when spectacle, beauty and the purity of the image just seam to transcend causality, plot and character. Sometimes I forget how moved, effected and inspired i can be by simple documentaries about interesting people in interesting circumstances. Watching my wife lately produce a set of short-form doco’s, museum projects and motion graphic images has made me want to pick up a camera rather than pick up a script. 

 

Monday
Dec192011

The rise and appeal of episodic stories

 The rise of what’s being called the New Golden Age of TV is more than just a collection of high profile shows from US cable. Certainly HBO, and those that have followed suite, have proven that sophisticated long-form episodic series and serials can attract both critical acclaim and long-tail profitability. But the bigger picture of Episodic Storytelling on Screen goes well beyond cable subscription TV. 
 
On one hand the shifting and booming infrastructure of online delivery and IPTV provides enormous opportunity in a space that was traditionally dominated by a fixed program schedule of timeslots and thus limited audiences. Content is Capital and the traditional technology companies (such as ISP’s, search engine developers and the like) realize that bandwidth and engagement are their only commodities. And the only way to sell those commodities is with rich content.
 
But aside from the critical mass of screens, revenue streams and the diversification of what were traditionally ‘broadcast’ modes there is something much more human at play. Long-form episodic stories create a level of deep engagement with character and storyworld that - by virtue of sheer lengths of time measured in seasons rather than minutes, hours rather than ad-breaks – engage viewers proactively in a way that feature films rarely can. If the modern episodic series it the screen equivalent of the Novel (as surely shows like The Wire and Deadwood must be regarded), then feature film narratives are analogous to little more than short stories. And it’s the breadth, length and depth of novel-like stories that are driving the popular discourse of modern audiences. Water cooler conversations are no longer about the latest theatrical release, but rather the swapping of DVD boxed-sets and the debate over what will happen next on Breaking Bad..?
And if we step back just a little we can see a much bigger picture of what Episodic Storytelling is… The core idea is simply Stories told in Pieces, metered out over time. And in that context there’s a whole range of Episodic Stories outside the TVesque model. Most narrative computer games are episodic in nature, designed to be consumed and returned to in doses. Transmedia and multi-platform projects are by nature episodic. And what unities these forms is the crucial idea of a Returnable Element - that thing that prompts us to return, that keeps us coming back. it might a plot cliff-hanger and a ‘what happens next?’ dramatic question; it might be a character that we come back to spend more time with; it might even just be an idea or a way of feeling. The articulation of compelling returnable elements is the backbone of episodic narratives and the more clearly a creator can articulate, define and energise their returnable element, the more compelling and complex the experience will be. 
 
There is nothing new about episodic storytelling and the same forces that drove Dickensian readers to buy chapters form street vendors of Great Expectations or of ancient aural cultures to gather to hear installments of The Odyssey.
 
Audiences of episodic content and the intuitions that create, deliver, study and teach episodic content are quickly moving in this direction; not only at the high-end of broadcast cable drama but also across the independent spectrum of online web-series - which are arguably becoming the new proving ground for aspiring filmmakers once dominated by short-films and festivals. Below are collection of links and articles that speak to both business and audience imperatives and trajectories in episodic storytelling. And in the WebTVResource page of this site you find a lareg collection of resouecs articles and commentary on the topic of emerging WebTV networks and content. 
 
 
 
 
 
 
 
 
 
 
 
 

 

Monday
Dec122011

Storyworlds & Big things to come

Very excited to be working with Julian Mcrea and Portal Entertainment in 2012; creators of The Craftsman… Very big things in the works. Watch this space….

And you have just over 1 week left to get your entries into our Immersive Writing Labs STORYWORLD Writing Competition. One lucky writer will have the opportunity to win 6k to see their storyworld developed by Portal Entertainment. 

 

Monday
Dec052011

GoPro cameras and Underwater Perspective

I’ve owned and used a lot of cameras over many years. Big-ones, little-ones, medium-sized ones. Cameras have always intrigued, excited and empowered me. And for a long time it was size and scale that drove those emotions. Bigger, more complex, more expensive was equated to greater creative possibilities. But a few weeks ago (rather late to the party) I purchased a GoPro and I can honestly say that I haven’t been this excited about a camera in a long time. It’s small, simple and cheap but what it embodies - that far outweighs its image fidelity shortcomings - is Possibility.

As soon as you hold this tiny camera no bigger than 2 match-boxes and gather the assortment of suction cups, clamps and mounts that accompany it, your mind immediately spills into a landscape of image potential. Strange, wondrous, absurd places you could stick it… Creative, dynamic, kinetic perspectives it might capture. All the the DSLR’s F3’s and RED’s in the world will, of themselves, prompt your creative imagination no further than how sharply you can rack-focus and how pixel-dense your image can be. But pick up a GoPro and you immediately stop thinking about framing and focus, and instead start imagining in terms of Space, Motion and Perspective. Hence I feel compelled to suggest that the most ‘cinematic’ camera released in the past few years is NOT an F3, or a 5D, its not a RED Epic or an Alexa, It’s the GoPro. The word Cinema derives from Kine meaning motion. The GoPro is the one camera I have picked up in many years that immediately makes me want to Move and to think in Kinetic dynamics.

It’s also a great camera to document a scuba dive. Its not the best underwater camera owing to a curved housing lens (flat works better to account for light refraction in water) But, its the perfect, hassle-free way to document a dive. I just strap it to my wrist, press record on the surface and capture the entire dive in one long take. 

This dive was at Shelly Beach, Manly - a location right round the headland from Sydney Harbour. Not many places can boast such great diving right within a major city metropolis . Wobegong sharks, eastern blue Gropers, giant Cutlefish, Stingrays and a back flipping Numbfish. A great dive with Dive Centre Manly divesydney.com

Wednesday
Nov302011

Marriage Equality and the Power of the Screen

Not sure if my pride in this superb film stems form the fact that it might just make a difference or that it was made by some of my former students who demonstrate that they may have indeed learned something about the nexus of craft, concept, voice, emotion and narrative.

This short film is profound, moving and most of all Human.

We’ve removed discrimination from our hearts — now it’s time to remove it from our laws. Join the campaign for marriage equality.

Monday
Nov282011

Reflection on WebSeries Development Programme

In recent posts I have spruked two webseries projects that came out of the WebSeries development programme I ran this year at AFTRS with my colleague Karen Pearlman. I feel enormous pride in the work that came out of this program and the process we engaged of focusing on iterative, drafting development centred on the series bible and storyworlds. The program ran throughout 2011 with a select group of candidates and as it has drawn to close I’m prompted to reflect back upon the impetus for the program in the first place.


Earlier this year I gave a presentation at the Screen Futures conference hosted by the Australian Teachers Of Media (ATOM) in Melbourne, Australia. The title of the presentation was “OnScreen Drafts, Development and Episodic WebTV” and in it I outline the thinking that went into the programme, what questions it was seeking to answer and what solutions we were hoping to arrive. I’m pleased to say that in hindsight of the programme’s completion it it feels like we found some grounded truth the speculations we proffered. 

Click HERE to download the audio recording (right+click, save as…)

The presentation that covers these topics:

- The problematic nature of the short-film > feature-film model

- The power of episodic patterns

- Transmedia as Adaptation

- Onscreen drafting and prototyping 

- Industry calling-cards and permission culture

- New technologies, New processes

- Evolution NOT Revolution

- Audience-focused development

- The virtues of the Web-Series

- Returnable Elements and Patterns of Closure

- Series Development Bibles

- Web Series myth-busting

Tuesday
Nov222011

Newtown Girls Webseries

The Newtown Girls is the second of the WebSeries projects to emerge from our WebSeries development program at AFTRS that I oversaw through 2011. Developed by showrunner Natalie Krikowa, the series brings a fresh angle to the search for love in the inner city. It also happens to be set in my own neighborhood of Newtown - the very heart and soul of Sydney. The perfect place to set a sharply written, funny and moving protrayal of modern love. 

The Newtown Girls is a 8 episode webseries created to entertain and engage online audiences and explore the foibles of love and friendship - experiences common to everyone! Although it revolves around lesbian characters, their trials and triumphs are universal and transcend sexual orientation. The Newtown Girls was created with the intent to depict lesbian relationships in a more realistic and comedic way. It does not overtly preach political opinions or rehash the usual ‘coming out’ stories that dominate queer storytelling. The Newtown Girls looks at situations that arise when you go looking for love and how you often end up finding love where you least expect it!

Scarlet is our social experiment and she embodies all of our insecurities and flaws. She thinks she knows what she wants, she thinks she knows what needs to be done in order to get what she wants, but she quickly learns that knowing what you want and getting it are two very different things.

The Newtown Girls features an outstanding cast of experienced (and lets been honest, downright gorgeous women) including Renee Lim from Australia’s most outstanding crime drama of recent years,  East West 101.

The series is in post-production so keep your eyes peeled for its launch in the coming year.

www.thenewtowngirls.com

Monday
Nov212011

People You May Know Webseries

One of the first projects to come through the Webseries development program I ran through 2011 at AFTRS is this sharp comedy People You May Know.

PYMK is a web series about the humour and heartbreak of online dating, set in a failing advertising agency that’ll sell anything. It’s an ensemble comedy that tangles together a range of characters – from pithy to puerile, reasonable to ridiculous – in a twisted, blind relationship in which nobody knows who they’ve really fallen for. 

The project has been created by uber-talented brother-sister duo Imogen & James Dall with a very slick cast that includes Stephanie Bendixsen whom Australian folks may now as Hex, co-host of the ABC’s Good Game (the show By Gamers, For Gamers). I confess to having not just a little crush on Hex (which i consider perfectly ok since my wife has also confessed to having a crush on her… What’s not to love about a gorgeous smart chick who knows more about computer games than I do..?) 

What was particularly gratifying to see through the development process of PYMK was the clarity by which Imogen fleshed out her storyworld, its rules, pressures and internal dramas, with rigour and detail. The result is a series concept that is robust and sustainable - the two areas where so many webseries fail.
Keep an eye out for the full series coming in early 2012 and think about chipping in to the Kickstarter campaign
Monday
Nov142011

Celtx Shots - Mobile Storyboarding & Shot Planning

I’ve long been involved with the development of Celtx, the creative writing and pre-production software platform. My first encounter with it in a fledgling form many years ago lead me to the conclusion that it held the potential to be the most forward-thinking and holistic approach in the industry and over the years I’ve been able to take part in Celtx growing to fulfil that promise. 

Where numerous other creative software tools aim to fulfil various parts of the development and pre-production process, Celtx really is quite alone in it’s integrated approach; and its an approach that speaks directly to a philosophy of creative media production. Cinema is Technology and the tasks undertaken to write or conceive a screen experience cannot be separated from the mechanics or the apparatus of the screen - the technologies of image acquisition, production and delivery. Another way to think of this is to understand that WHAT we make is HOW we make; the process of creative endeavour shapes the outcome just as profoundly as original conceptualisation. 

This is the philosophy that has long underpinned my approach to screen production, screenwriting and screen studies. And it is the self same concept that is deeply embedded in Celtx. 

The rise of mobile devices have, of course, opened up further creative opportunities for screen media creators and, likewise, the mobile device enables new tools to facilitate production. Celtx has adapted quickly to this space and Celtx Script is currently the most comprehensive and full-featured screenwriting app for iPhone and iPad. The mobile version sits along side the comprehensive, and free, desktop software and both are integrated with the Celtx Studios, online hosting and collaboration system.

What Celtx have now added to this suite is Celtx Shots and it very precisely demonstrates that integrated process approach. Shots is ostensibly a Storyboarding application that allows you to mange, annotate, order and sequence storyboard images and playback storyboard sequences as simple animatics. Even at this level it’s an incredibly effective app for your iPad. But just as a screenplay is not a movie, a storyboard is not a production plan. I’ve seen to many inexperienced filmmakers rely too heavily on storyboards and shot-lists only to be let down by the divide the Storyboard, on its own, imposes between the creative outcome and the creative process. In simple terms the Storyboard - through framed cells mimicking the screen as seen by the audience - is a depiction of a Result, not the articulation of a Plan on how to achieve that Result. In many ways what is far more useful to all creative parties is the camera and shooting plan, just as an engineer finds far more value in blueprints that architectural renderings.

Celtx Shots handles both in a single integrated way. Storyboard images can be arranged, annotated, sequenced and, along-side these cells, creators can shape top-down and elevation plans from vector clip-art graphics.

Celtx Shots taks its functionality from the desktop Celtx which has long had conjoined camera planning and storyboard tools. However the touch interface of a tablet device like the iPad makes the good ol’ mouse feel positively lame for these tasks. Moving, rotating and scaling is a piece o’ cake with two fingers. Producing and, more importantly, experimenting with camera plans is so fast and easy that doing it on the fly, on set or location scouting, is more than feasible. 

Graphic packs for Celtx Shots include a range of common gear such as redheads, LED panels, dollys and dolly tracks, china-balls, tripods and so on. As well as a range of top-down and profile avatars and human figures. Annotation tools such as text, arrows, blocking and camer movement indicators round out the tool kit you’ll need to fully articulate a plan to to turn storyboard ideas into on screen realities.

What this kind of planning brings to the creative table is more than just production efficiency and pragmatism. One of the great criticisms I’ve had of cinema over the past decade (not just at the independent end but also at the high end) is the lost art of Staging. It seems our attraction to shallow depth-of-field and rack-focus has become an obsession to the point where too often it is treated not as the Effect or special Stylistic Choice it is, but somehow a default technique, a visual norm that should be used universally (yes all your DSLR evangelists im looking in your direction).  I’ve written about this many times before so shall spare the rhetoric here, suffice to say that the most powerful tool a filmmaker has at their disposal is not light or lens, focus or blur, but SPACE itself. The history of great cinema is a history of great use of Space and deft exploitation of Spatial Dynamics. Putting emphasis on the camera planning and blocking tools in Celtx Shots, reframes that emphasis on spatial articulation; of shaping meaning and drama by where characters are in space not by how much blur you can put in the space behind them.  

One of the concerns ive always had with many other pre-vis software tools is their complexity. To me the very point of pre-vis is experimentation, trial and error, lateral thinking. None of these things can be released or embraced if the process for crafting a pre-vis depiction takes longer than shooting the actual shot. The great beauty and creative strength of Celtx Shots is not the complexity of its toolset, but rather the simplicity of their deployment. There can be no doubt that a better creative end result will always be achieved if you have the freedom to explore, quickly and efficiently, the widest range of possibilities. In many ways creativity comes from disposability - the more free you are to dispose of your creative ideas, the greater the opportunity to find the wheat amongst the chaff - the good form the bad.

The traditional Storyboard shows the result of the Plan. The Plan shows how to achieve the result. And in best practice the two have informed each other - the final cinematic image a negotiation of forces between the desired result and the process of crafting it. Celtx Shots is a beautifully effective tool for unifying that simple creative process.

You can get Celtx Shots from the App Store and further info at www.celtx.com

Monday
Nov142011

Storyworld Dramatic Questions

Just over a week left until the close of the Immersive Writing Lab Storyworld Writing Competition

No Entry Fee, International Competition and the Prize includes having your storyworld developed with Portal Entertainment with an initial 6k development fund. Plus the top 5 will have their storyworlds read and reviewed by Sarah Clay, BBC Multiplatform Exec Producer. Read the full rules here.

Exciting huh? But writing a Storyworld isnt easy…

The great challenge of constructing a viable and dynamic Storyworld lies in creating sustainable motivation; how to ensure the reader/player/viewer is continually engaged and motivated to progress through your Storyworld. For all the talk of non-linear storytelling in new media forms, there is still an underlaying, and undeniable, bedrock of causality - of progression in a cause and effect chain. Whether your audience is watching, interacting or moving across platforms, they will be compelled by cause and effect as a pattern of things happening and actions taken which prompt responses and revelations.What then motivates and entwines audiences in a causal chain are dramatic questions - these are the questions they are prompted to ask by the events that take place.

“Will X be able to do Y before Z..?” .

These dramatic questions then lead to Answers and Revelations. Which in turn prompt new dramatic questions. And so on and so on…*

But in a Storyworld these dramatic questions have more complex implications than they do in a simple straight-forward feature film script. The most important thing to recognise is that Storyworld dramatic questions operate at 3 levels - Scene, Episode and Series.

The definition of what comprises a ‘Series’, ‘Scene’ or ‘Episode’ can vary from medium to medium but we might say that a Scene is the moment by moment experience, an Episode is the collection of Scenes experienced in one ‘sitting’ or ‘session’, and the Series is the full arch of the experience watched/read/played over time.

Series Level dramatic questions stand for the whole series and remain open questions for that duration. Episode dramatic questions are triggered by events of specific episodes. The event-based manifestations of the series-level dramatic questions. Scene Level dramatic questions are those that provide scene by scene level motivations.

So lets use the easy and obvious example of Star Wars to illustrate.

The Series Level dramatic question is that which remains open right until the end of the series (6 films and countless books, games and other media). As a question it has to be big enough, with stakes high enough, that it can go unanswered until the end yet still be a motivational force. In Star Wars this Series level dramatic question is quite simple; “Will the Rebels triumph over the Empire?” This is the macro-level question the viewer is asking the entire way through the Star Wars Storyworld.

The Episode dramatic questions are those posed at the level of the individual films and which remain open for that ‘episode’ but which are answered or resolved in someway by the end of the film/episode. In Episode IV: a new hope, the key dramatic question is “Will Luke embrace the force and his destiny?” This question is open and challenged all the way through this film, yet at the end of this film/episode he has indeed embraced his destiny, used the force to blow up the Death Star and triumphed. The Question is Answered (but as posed new questions for the next episode)

Of course at a Scene level there are numerous dramatic questions; “will the Princess get her message out?”, “Will R2 and C3PO be able to find Obiwan?, “Will Han, Luke and Leia escape to trash compactor?” and so on…

The more dynamic the pressures of the Storyworld the more scene level dramatic questions you will be able to spawn.

The key principles to take away from this are first, that your master series-level question must be BIG and it must be unanswerable until the very end - this is fundamentally about the sustainability of your storyworld. Also, that the clearer you can articulate the dramatic questions of your Storyworld the more sustainable and motivated your audiences will be.

(*with credit to Karen Pearlman from the Australian Film TV and Radio School for her superb articulation of dramatic questions structures)

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