Moving Image Statement of Intent Essay examples

1205 Words Jul 10th, 2013 5 Pages
Statement Of Intent
My intent for this project is to create a live action, horror-influenced film. However, I am going to try and create more of a gloomy drama with horror features as opposed to a 'true' horror film. In order to do this, I am going to have a plot that relies more on the characters and their actions, and instead use horror inspirations in the style of film making. In particular, I am hoping to experiment with the use of light and sound to create unease. For my film, there are two main influences that I will work from. One is a film, and one is a videogame series. They all share similar styles and themes, which is why I have chosen to use them as influences in my work.

Influence 1:
The first influence is a film called
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The mise-en-scene often contains a lot of symbolism in it, with small details such as pictures on walls and items on desks often holding significance to the plot or characters. There is particular emphasis placed on symbolism in nightmares and the fears and subconscious feelings of the characters. One example is the iconic monster 'Pyramid Head', which is a monster that features a lot in the second game. It is found out towards the end of the game that it is in fact a nightmare version of a painting of a traditional town executioner found in town. This has symbolism because the main character has a desire to be punished that is manifested as Pyramid Head - a monstrous version of an executioner. Mise-en-scene is used very effectively in the first game, with lots of things such as pictures of monsters/origins of monsters scattered around, and many items used in solving puzzles being related to children's books. These all reference the mind of the child from which the nightmare came from. The soundtrack, particularly in the first game, is unique. Instead of using recognisable music, the soundtrack is mostly made up of scraping, squeaking and tapping noises that get louder and more chaotic when tension is meant to build. A good example of this is near the end of the game, where several items are needed to unlock a door. As they are put in one by one, the soundtrack starts out as silence, then an ominous hum, then a slight…

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