Thursday, April 10, 2008
Update: Unsealed on Zoetrope.com
Er... like, yay!
Labels: film, film making, popcorn films, screenplay, script writing
Labels: film, film making, popcorn films, screenplay, script writing
Well, it looks like people on Zoetrope like UNSEALED. So far, out of three reviews, all three of them have rated it as excellent.
Promising stuff! Mind you, I also dug out my old notebook, and found about 30 pages of character notes, plot ideas, and so on and so forth that I worked on with Joey back when we were putting it together.
Hopefully a couple more people will review it soon - if so, it makes it onto their Top Rated scripts list (it only needs 4 to qualify, but it's running out of time). And if it does, maybe someone will take notice. I'd love to see it as an hour long drama on HBO or ShowTime. Heck, I'll even take the Sci-Fi Channel :)
Labels: film, film making, screenplay, script writing, writing
Just a short post this time...
I've put the screenplay for Unsealed up on Zoetrope - American Zoetrope's "virtual studio" site. It's in the short script section.
If you want to check it out, either sign up for an account there, or feel free to email me.
Labels: film, film making, horror, screenplay, script writing
Little Miss Litty is getting a rename... it's now called "The Mara". It's a little punchier, and a says "horror movie" a lot more than the original title. Hopefully it'll sell better.
Speaking of selling.. I've not heard anything back from any production companies yet. I faxed Twisted Pictures (the guys who did the Saw movies) a couple of days ago. I also emailed Vincenzo Natali's agent over at Endeavor LA - and got no response.
Goddamn, this industry is crazy. Back when I was a journo, it was pretty freakin' easy. Phone an editor. Pitch the story. Go off and write it, send it in. Easy. Of course, when I first got started there was an extra step - write a short 300 word synopsis... but that went away after the first couple. (Oddly, the need to write synopses came after writing for Your Sinclair for a year... weird).
If you're a script reader for a production company and you come across this page, please feel free to email me.
Meanwhile...
It's time to crack out my old notebook and start working on a new one so that I can get some distance before doing rewrites on The Mara. This next one I already know the story for from soup to nuts, and I have a synopsis written up and ready to go. (This was back during my sit at Bandoleone with a glass of wine and write period, and the story itself is one that I put together back in 2001). It's called Dot Comedy right now, but really it's a kind of heist movie... naturally with quirky twists on the basic formula.
Step one, take the ten pages of notes, put them in OneNote where I can edit them more easily, and work out the structure scene by scene. Then, it's time to get down to the real writing :)
I'm like butter, baby... I'm on a roll.
Of course, the slightly sad part of this is that I'm now cannibalizing my stash of stories that I was hoping to direct myself. This one is budgeted at a cool $270,000 if I was filming it myself. If it was done full on Hollywood Style (which it really should be), it'd probably come in at a respectable $4 to $10MM.
The log line for this one?
Dot Comedy
Two collegues get laid off from their high paying jobs. In an effort to continue their lifestyle, they decide to borrow money from a loan shark, reprint it using the office printer, and take it Vegas to launder it with the help of an alcoholic gambling addict. But the loan shark wants his money back and he's coming to get it - with interest.
(I hate log lines... take a story, and squeeze all the juice out of it... it just doesn't get across the full fun of the story. Ah well).
Labels: film, film making, horror, screenplay, script writing, writing
This article was originally written a couple of months ago for the Surreal Game Design blog, which is currently deceased. I'm publishing it here instead.
I know what you're thinking. Let me guess. I can see it on the tip of your tongue. What the hell is a trope? Is this British lunatic making up words again?
A trope is a kind of story-telling shorthand. Camera cuts are tropes. Camera dissolves are tropes. The good guy in a Western riding off into the sunset at the
end of the movie is a trope. The nerdy guy getting the girl by the end of the teen movie? That's a trope too.
They're like memes, but instead of being Just infectious ideas, they're specifically memes that relate to how a story is told. The only other meme with a given name I've ever come across is the ear worm.
The really cool thing about tropes (other than the information they convey) is that unlike most industry short-hand, they actually have cool names. I mean, where else are you going to come across a camera move called "The Khan"? (Although it should really be spelled The Khaaaaaaaaaaaaaaan!)[1]
Of course, video games have their own particular brands of tropes specific to them. After all, once you have a new story-telling medium, it suddenly accrues tropes like barnacles. The one everyone has heard of is "Crate Expectations", and it's now a sport to rank games on the amount of time you have to play until you hit the first crate in the game.
Why do we like tropes?
Well, for a start, once they become embedded in the media, you don't have to think about them any more. You don't think about hitting the Start button to pause your game... and nowadays, all kinds of things can be expected to live in the start menu - like your current list of objectives. That's a trope too.
Not only are they a useful user interface tool, but they push the medium along. Look at an old movie from the 60s. (Sorry, film students... I'm going to pick on Citizen Kane and 2001: A Space Odyssey now as specific examples). They're shit. Well, okay, maybe that's a bit strong. They're not shit. They exemplify the inherent beauty in the medium, and they were stellar works for their time... but the medium has moved on. They're now boring as all hell, and no matter how emphatically anyone whispers "Rosebud"[2] into a boom mike, and no matter how many candles of lighting you throw at it to make it have the largest depth of field ever imaginable (even if the actors get all squinty), I'm still going to only get 15 minutes into the movie at the end of the day before I get bored and turn it off. As for 2001, let's face it, you're only going to watch it for the end these days, and there's only so many times you can watch that without getting so completely mindblowingly high that you start trying to sync it up to Dark Side Of The Moon.
Why?
The medium has moved on. We learned the short-hand. And once you know the short-hand, you don't need the long version any more. Everything these days is fast paced Jerry Bruckheimer cuts[3] and always starts in media res. In fact, some media relies on tropes for its effectiveness. Spoof films like Airplane, for example. Horror movies pretty much require them - you just don't get that "Don't go in there!" feeling unless you've seen how it goes down when they walk through that door a million times before.
Where things get interesting is when a new trope hits and spreads like wildfire. The rage flashes in The Suffering were a horror videogame trope that hadn't appeared before in the medium (although they'd been used in other places in film before). Possibly the most well known new camera trope in a long time has to be the Bullet Time sequences in The Matrix movies (which then quickly jumped the divide and started showing up in video games as well - heck, Stranglehold even called it Tequila Time). Michael Gondry had previously tried to get the ball rolling with a number of music videos along the same lines, and then The Gap commercials writ it in stone, but it took The Matrix for it to become a trope. And now it shows up everywhere - even in animation where frankly, it's not even that flashy because... well.. it's animation, and you can do anything you like in animation, just by drawing whatever you want to see.
So what's the brand new trope I care about right now?
That'd be something I just saw in Call Of Duty 4: Modern Warfare. And I'll talk about it in my next (hopefully much shorter) post.
(Crate photo stolen from tvtropes.org)
[1] Which brings me right back to the earworms... but I digress.
[2] Spoiler Warning: It's the sled. The sled is called Rosebud.
[3] Jerry Bruckheimer cuts are cuts which last no longer than 5 seconds. Watch any Bruckheimer movie, and you'll see that none of his cuts last longer than this. It's what makes them chock-full of actiony stuff.
Labels: film, film making, Game design, Game Development, Games, resyndication, script writing, Surreal Game Design Blog
The first draft of Little Miss Litty is now complete!
This calls for a drink ;-) Why don't you join me?

That's probably all I need to say. Two more drafts, and I should be done.
Current version comes in at 90 pages. I expect the final one to hit about 93/95. (There's a few bits and pieces that I put in really rough that need expanding once I get more eyes on it).
Yay!
Photo credit: Strawberry & Champagne, by Velo Steve, used under Creative Commons license.
Labels: fiction, film, film making, horror, script writing
I finally finished the treatment for Little Miss Litty, and I think it's good :)
I write these things in stages. I know that for me, the biggest hurdle I hit when I'm writing is that if I know how the story ends, I stop actually writing it down. I tell it to people instead. Nowhere near as useful, or as satisfying as a well crafted story - but unfortunately at that point, my personal need to understand and tell the story has been met.
This time I tried something else; Little Miss Litty is a short story I first worked on about 12 or so years ago. I never completed it, but I came across it recently and it seemed like a great kernel for a longer story.
So I took what I had, and expanded on it, this time in screenplay form.
Once I ran out of that source material, I started "rolling" on the story. I normally hate planning stories too far in advance because once things get going, the characters like to do their own thing. I can push them in one direction or another, but the rest of it is really truly and honestly up to them.
Sounds kind of weird, I know, but the characters do know what's going on better than I do at any point.
So my new process involves writing a chunk of treatment in OneNote - enough to get me going for the next 20 to 40 pages, and then a very brief outline following that of the next 30 or so pages after that, in italic so that I know it's not yet fleshed out.
(I do the same thing for any bits I get stuck on - just put them in rough, in italic, so I know I need to do some research or expand on them later - this stops me from getting stuck, or letting myself succumb to writer's block).
Next, I write this up in Final Draft in screenplay format, striking out bits of the treatment as I go through it.
This method seems to work well. It means I have a guide-rope (so to speak) that I can follow through the story, but without blowing it all for me as I'm discovering it. It's just enough to keep me going without having to make it up on the fly in long-form.
Some writers keep note cards to plan out scenes, and rearrange them once they have a script going. I don't do that - I don't need to. Programming (for better or for worse) has taught me all the tools I need to do that in my head. Once I have the script written, I've got a visual map of elements and blocks that I can rearrange to make sure the structure's right. To be honest, I don't need to do it that often - like with my day-job, I seem to have gotten that down to an intuitive process, so most of the time it comes out right first time.
I also use OneNote to throw elements of story ideas I come up with in there. That way I can mine it later for bits and pieces that I want to use later. The other advantage to this is that once it's written down, I can drop it out of my brain until I want to pick it up again later, rather than spinning on this latest greatest idea for too long and letting it get in the way of the real writing work.
That doesn't, of course, stop me from wasting time on the blog though ;-)
Current screen-play page count: 69. Dude. About 30 more to go, give or take.
More medical writing to come soon, btw. It's such a heavy topic, and things have been rough at work with the crunch, so I needed to switch to something a little easier for the time being... More soon on that topic, I promise.
Labels: fiction, film, film making, horror, script writing, writing
Labels: film, science fiction
Labels: film, script writing
Labels: film, science fiction