Case Study: A Trip To Granny`s Overview A Trip to
Transcription
Case Study: A Trip To Granny`s Overview A Trip to
Case Study: A Trip To Granny’s Overview A Trip to Granny’s is a student 3D project created and animated by Aaron Conover and Chris Evans. The story explores the experience of visiting an elderly grandparent through the POV of a young boy. Parodies of television programming and associated cross marketing are used to deliver supportive narratives. The director utilizes misdirection as a means of moving to and from the implied reality and the child’s fantasy world. In the end, we are left to wonder what is real and what is the product of the child’s imagination. The overall tone of the animation was intended to be pensive and unresolved. Pre-Production The preliminary sound design began at the pre-production phase with voice-over recordings for several mockup commercials. There were no pre-score elements needed for the project. The animators developed a comprehensive production website which included a storyboard, concept art, production schedule, and a 2D animatic. There were no funds available for sound design. The production schedule was set at ten weeks to coincide with the academic quarter. Many of the final renders were scheduled for the tenth week, therefore the sound design would have to occur in-progress rather than waiting for post-production. Extensive temp tracks were added to the animatic. Many of these elements were subsequently approved and remain on the final soundtrack. Two video formats were selected for the final release, DV and DVD. A discrete stereo mix was requested for DV tape (festival format) and a 5.1 mix was requested for DVD (demo reel format). Various work prints were delivered throughout the quarter though the original timings remained locked. All work prints were delivered as 320 X 240 QuickTime video using Sorenson compression. The frame rate of 29.97 non-drop was maintained throughout the production path. A time code burn-in was provided to help with spotting sessions and to check for sync drift. Once delivered, these files were converted (transcoded) from Sorenson to Aurora so that they could be viewed with an external monitor. The Pro Tools application was used to develop the soundtrack. The session was set up at 24 bit and 48 kHz using Wav file format. The Wav format was selected for PC compatibility, the platform used by the animators. The stereo DV file was delivered at 16 bit, 48 kHz. Both the discrete stereo and 5.1 audio files for the DVD were delivered at 24 bit 48 kHz. Shot Lists: A Case Study The shot list provides a valuable starting point for sound design. During the production, many changes are made to clarify and alter the storyline. However, the shot list is a valuable introduction to the narrative and serves as the focal point for brainstorming efforts in the area of sound design. The following shot list was used in this production. It was invaluable throughout the pre-production phase. Annotated Storyboard (Shot list) Treatments Shot 01 00:08.22 Potential Sound Length: SFX: Rickety moving car from internal perspective panned from left to right to match the camera move. Music: Title music to play the bored or sad expression. Title music could begin as source music (mono) from car radio and transition to underscore (surround). This is a shot looking out the car window from the child’s POV in an economy car. Any credits will be shown in the blurring scenery that passes. The setting is suburban. The child’s reflection in the window reveals his incredibly bored expression. Shot 02 Length: 00:06.15 SFX: Moving car (off-screen sound) engine slows to idle (squeaky brakes) to promote the “economy car”, hard effects for car door, Foley movement for passenger exiting. Music: Title music continues as underscore in full 5.1 surround. Fade to black, show titles, we hear the car slow; door opens and closes. Shot 03 Length: 00:04.03 SFX: Car accelerates and pans from center to left, car still off-screen and driving off, lots of bad muffler noise. 00:04.03 center to left, car still off-screen and driving off, lots of bad muffler noise. Ambience: Just before car sfx dies off, introduce ambience. Light wind, rustling of leaves to establish the fall season. The camera tilts up a bit, moving back and to the right, playing the mother’s POV. The boy’s posture and expression pleads for his mother not to leave him. He does not immediately move and stands there in disbelief. Shot 04 Length: 00:05.00 Music: If possible, music should lightly play the boy’s disappointment (subtext scoring). Music should begin to fade out as we add more hard effects and transition from title sequence to the story. SFX: Foley footsteps shuffling on pavement panning left to center and ending on the porch (hollow sounding). Ambience: Wind to play desolate feel. Perhaps off-screen sound of a raven to enhance the pensive mood. The boy reluctantly approaches the porch shuffling his feet, perhaps kicking a pebble along the way. His body language is “pensive.” He enters from frame left and slowly approaches the porch staircase and heads toward a worn screen door. Shot 05 Length: 00:01.15 Music: Pensive score. Subtle yet menacing score as camera frames the old house. Orchestral Hit for knocker if presented as an insert shot. SFX: Consider compositing some lion roars very quietly in the music to accentuate the head piece of the knocker. Ambience: Ambience fades as music gets established. Music: introduction of music cue, ambient and tick tock like. As the camera zooms in, the volume increases and the pitch goes up. This is a frightening-cliché-horror-slow-zoom-in to the knocker itself. This is one of the initial shots that sets up the tone of the entire encounter. Possibly some sort of orchestra hit or something on this shot to denote and add to its menacing nature. Shot 06 Length: 00:04.25 The child opens the screen door and attempts to reach the knocker. He quickly realizes that he will have to jump to reach the knocker. He loses his balance, falling through the screen. There is a momentary pause of recognition as he tries to regain his balance. This action should look more humorous than painful, or perhaps both. He is then interrupted by the noise of the locks unlocking. SFX: Foley porch movement to play unsuccessful reaching for knocker. Rickety screen door. Aerosol spray for sound of hand going through the screen fabric. Falling foley, book bag for impact. Composite screen door hinges into the fall. Once the impact sound clears, add unlocking sounds of multiple bolt locks (all different pitch and weight) like those of New York apartments. Perhaps even a chain lock as well. Music: Ambient music continues, possibly composite orchestral hit lightly in the impact sfx. There is a momentary pause of recognition as he tries to regain his balance. This action should look more humorous than painful, or perhaps both. He is then interrupted by the noise of the locks unlocking. Shot 07 Length: 00:04.00 SFX: Exaggerated bolt-like sounds to play the off-screen unlocking of the door. Music: Music can rise in pitch as the camera pans upward. The camera angle calls for exaggeration. There are numerous clicks as the door is being unlocked from behind. This is a high-hat shot to make the house look largerthan-life. It is also very close the characters very own viewpoint looking up from the ground. Shot 08 Length: 00:04.00 The door mystically opens just before the boy has a chance to open it himself. This shot is set up to look and feel like a classic horror film shot. The hand, tensed to open the door, reacts as if surprised when it slowly swings open, his hand then wavers pensively as if not completely sure of what to do next. Shot 09 Length: 00:03.00 SFX: The sound of a door creaking open on its own (creepy). Perhaps add a slight air compressor sound as if a pressurized vault has opened. If the hand moves away fast, it might be covered with a Doppler effected whoosh. Music: suspenseful homage to Bernard Hermann. Consider using a gliss on a diminished chord instead of the hard effect of a door swinging open. The gliss will cover the door swinging. SFX: Perhaps Foley footsteps if they can be performed to sound tentative. Ambience: develop and introduce an interior ambience. Music: Eerie but sophisticated, not B monster movie music. Consider covering the footsteps with a violin pizzicato on tritones. He slowly enters the house, taking small steps and looking side to side. His shadow cuts the light into powerful shafts that illuminate the dust the air coming through the long unopened door has churned up. The outside is extremely blown out to emphasize the eerie darkness inside. Shot 10 Length: 00:05.28 SFX: hinge sound as large door swings, large vault sound. Hard effects are panned to the center. Ambience: Since the door is still open, consider maintaining external ambience. Music: Still pensive music, perhaps music pizz to cover the footsteps. Music is panned in stereo. pizz to cover the footsteps. Music is panned in stereo. This is a long pan of the character walking through the front room of the house. He is backlit with a very strong rim light from frame left where the door is open. His mind is racing with questions. He moves with a purpose but it fearful of the darkness. Suddenly, the door slams shut like a bank vault, causing the lights to go out. Shot 11 Length: 00:02.00 SFX: Fade in the sound of a worldized television. Create a mock commercial with dialog and music. Perhaps some sounds to cover the light flickering. Dialog: Voice-over for mock commercial Ambience: Perhaps an old clock and a refrigerator hum. This is a transitional shot as not to violate the 180 degree rule. He enters the living room/kitchen from the dark front room/foyer. This room is mainly lit by the television in the living room (to frame left). He slowly emerges from the darkness. We can hear the TV coming from the other room. The light flickers in colors. Shot 12 Length: 00:02.00 Music: Underscore fades out to leave room for television, perhaps source music from television. SFX: Futzed or worldized television fades up. Foley: should footsteps be covered, if so should they be musical or hard effects. Music: Source music from television. He cautiously explores the house looking for his grandma. His body relaxes each time he fails to locate her. Shot 13 Length: 00:08.10 SFX: Television gets louder as he visually takes notice of it. Grandma’s walker composite including an anvil with a earthquake rumble, followed by a wicker. The granny walker sound gradually fades up but is panned to the center. Foley: Backpack being dropped. Sitting on couch (what kind of material). He enters the living room; illuminated by the TV, he stops, and looks at the TV. He then walks up towards the left side of the couch. He puts his backpack down on the floor and climbs up to the couch where he turns around and sits down. You now start to hear the grandmother’s approach from the hallway. She makes a metal hitting plastic, dragging noise followed by heavy wheezing. The boy cocks his head to the side and tilts right to see what the noise is. Vocal Effects: Wheezing and random mumbling (as if talking to oneself). to the couch where he turns around and sits down. You now start to hear the grandmother’s approach from the hallway. She makes a metal hitting plastic, dragging noise followed by heavy wheezing. The boy cocks his head to the side and tilts right to see what the noise is. Shot 14 Length: 00:06.00 SFX: Voiceover television commercial, stereotypical programming targeted for elderly audiences. Granny’s walker fades up signaling her approach. Music: music is menacing and builds as granny approaches. POV shot from boy’s perspective. We see the TV and the hallway to the left ; each contributing to the lighting of the scene. The TV has some kind of commercial on it. In the hallway we now see the shadow of a figure emerging. The shadow looks very menacing. The noises increase as the dark figure walks closer into the light. Enter: Granny. Shot 15 Length: 00:12.02 Grandma reaches the boy, he looks up at her. She comes closer and stops short of him; as if awaiting something. He now gives her a sort of forced hug. They sit down, Grandma takes a while positioning herself just right above the “drop zone” where she will sit, and the boy has already seated himself long before she begins to sit. All the cushions and padding squish under her weight and bow out, raising him up on his end of the couch. After a few seconds she lifts the remote and changes the channel once, or a few times, and it cuts. Shot 16 Length: 00:09.00 SFX: Exaggerated stretching element like a balloon being stretched to play the stress that her weight exerts on the sofa. A series of mock television programs need to be developed as channel surfing follows. Music: Sync point, as grandma stops walking, we go to a pedal point for suspense. The pedal point might consist of an inverted string pedal in the key of the preceding underscore. This could be derived from a sample library. The music rather than sfx can play the forced hug. SFX: More channel changing until she stops on Ninja slug commercial. Sonify the Ninja stars being thrown, exaggerate with jet flybys. Whooshes and impact sounds. Dialog: Voice-over for television title sequence. Grandma unwittingly changes the channel to the Mighty Morphin Toxic Ninja Slugs show which happens to be the boy’s favorite. In this show intro there are a few hard guitar riffs and the name of the show is screamed. The look and sound should suggest Anime. Shot 17 Length: 00:01.15 Music, jump cuts into metal rock or cheesy Kung Fu music to play the aggressive nature of the characters. Temp Track, Joe Satriani, if they like this, we will need to request licensing. Music: the music must be upbeat to play the release in tension that the scene implies. 00:01.15 CU reaction of the child’s face. His face literally “lights up.” He loves this show! Things at granny’s might not be that bad after all. Shot 18 Length: 00:01.20 the release in tension that the scene implies. SFX: Perhaps warning sirens. Dialog: Voice over for commercials futzed to sound like coming from stadium public address system. Music: Transition from Rock to Military style underscore. Cuts to a loudspeaker, "ATTENTION JUNIOR SLUGS" yells "Sergeant Slug” in a growling drill sergeant voice. Shot 19 Length: 00:01.15 Another CU of the child’s face, "they never interrupt the intro, this must be important" [he thinks] Shot 20 Length: 00:03.00 Music: Continues for continuity SFX: More sirens, pre lap the homage to Terminator with laser guns and explosions. Dialog: Voice over for commercial Music: Music continues but ducks down for dialog (side chain compression). Cuts back to the TV "WE NEED YOUR HELP TO DESTROY THE EVIL ROBOT MENACE," he tells them. "Help Destroy the Evil Robot Menace" flashes on screen. Shot 21 Length: 00:07.15 SFX: Eggshells and Foley lifesavers for skulls cracking. As the character turns, add servo sound for the turning. Ambience: Full battle with lots of added off-screen sound like helicopters, tanks, and weapons firing. and weapons firing. Music: Music stops at the cut to advertise the shift. For the next few moments the scene will be driven by SFX. We cut to a shot of a pile of debris and skulls. The lighting is all in shades of blue. [see: T2 wasteland battle] A robot's foot steps down crushing some of them. The cam pans up and we see the robots body, he is firing a weapon that looks strangely like the walker the old woman has. The robot is firing to frame left then he turns to the camera. Cut to robot assembly line. Shot 22 Length: 00:07.00 SFX: Various servo sounds composited for the robot assembly sequence. As the eyes light up, sonify with a sound that powers up and increases in volume. If eyes move, sonify them but with very mechanical sounds. Special sound to exaggerate the teeth assembly. Ambience: Industrial conveyer belts Here we see the close-up of a robot’s face in “Pre-Activation” mode. His eyes are dormant and not lit (normally glowing red). An “Application Arm” extends and forcefully joins on the “Dental Attack Apparatus.” The head sways with the shock of the impact. The robots eyes light up when the teeth are inserted; as if that is the final step in activating the bots. The robot’s eyes light up, his brows move down possibly. He is now ready for evil. We zoom out to see he was just one on a large assembly line of killer robots. Shot 23 Length: 00:12.16 SFX: Continue with servo sounds Dialog: Voiceover for commercial. Play on the phrase “look like ordinary people” using sci-fi plug to morph the voiceover to imply that he to could be a robot. Music: duck the music down for voice over but bring it back to full level immediately after. Sergeant Slug: "REMEMBER, THESE ROBOTS CAN LOOK LIKE ORDINARY PEOPLE, SO BE ON THE LOOKOUT. USE YOUR SLUG DECODER WATCH TO INTERCEPT THE SECRET MESSAGE HIDDEN IN TODAY'S EPISODE FOR A CHANCE TO WIN 3000 SLUUUUG ACTION FIGURES!" Shot 24 Length: 00:02.12 SFX: Create sound design for slug decoder watch (use telemetry sounds). Music: Source music continues and gets louder and more annoying. Overhead shot focuses on his trusty decoder watch on. Shot 25 Length: 00:01.21 The vivid colors and loud guitar riffs don’t amuse grandma. Her facial expression suggests that corrective action will take place. Shot 26 Length: 00:02.20 Music: Source music for episode. SFX: Ninja fighting, impact sounds Dialog: Voice over using exaggerated Asian yelling like in Godzilla. Create an implied narrative for the source television. Music: Source music for episode. Use the Vari-Fi or Speed plug-in produce the deceleration effect. She raises the remote control and the boy realizes that she is about to change the channel! At this point the images will decelerate to slow motion as she slowly pushes the channel changer. The boy watches in desperation. Possible intro Carmina Borana type music. Shot 27 Length: 00:01.06 SFX: fight sounds continue with impacts and grunts Dialog: Voice over continues and gets louder At this shot of the remote we begin to notice that time is slowing down. She is slowly raising her finger. Shot 28 Length: 00:03.09 Music: Source music from TV but acting like underscore for the mock TV show. Perhaps a musical isomorphism to play the finger rising such as a timpani roll while pressing the pedal to raise the pitch over time. SFX: make the finger sound like a dinosaur. Music: Vari-fi the music and sfx as if an album being turned off. Extreme CU of her finger. It looks like a huge shaky brontosaurus neck, intent on changing the channel. The giant leviathan moves in slow motion; like a whale underwater, rearing its huge neck into the air. This is a high-hat shot up from the base of the remote control. It makes the finger look like a looming menacing figure, hell-bent on destruction. Still in slow motion, it begins to fall toward the camera. Shot 29 Length: 00:03.00 SFX: Television programming shifts with the channel changer. Music: plays child’s desperation and shifts to complete the narrative of the channel being changed. The finger is still falling in slow motion. We see the boy move into frame between the finger and the remote. This is a rack focus DOF shot. The boy’s expression is that of complete disbelief. We slowly zoom into the frame to see his expression better as the finger continues to drop. The boy’s facial expression and the shaking of the woman’s arthritic finger is key here. The finger comes down. The screen goes to black for an instant. Shot 30 Length: 00:02.15 SFX: Click sound for channel change as well as white noise for channel inbetween. All audio from this point will be back in real time. Voice Over: Preacher, and random congregation response Walla’s like “Amen.” “CLICK”. This frame only lasts 1/10 of a second. It is a transition to the next frame, a finalization to end the super slow-mo sequence that just took place. It also ends the dramatic music. Cheesy music, stays for the duration of the next few shots, it is muted, in the background. With little sayings barely audible like, “The lord’s gonna save yaaah but he ain’t gonna do it for foreeeyah!” For the next while, the backdrop audio is that of "Jesus Hour,” a preacher dishing out forgiveness for $19.99. Shot 31 Length: 00:06.00 Music: Gospel music but more like a funeral than a revival. B-Organ Dialog: continue with mock up TV evangelist show. Try compositing a cash register with the crowd responses to play the focus on money. Music: Perhaps use the music to punctuate the sermon. Create a cue that sounds like granny falling asleep. We see the boy’s face of defeat. He’s angry, but he knows he can’t challenge the decision. To his amazement, grandma has instantaneously fallen asleep. Shot 32 Length: 00:03.16 Dialog: keep the voiceover going only played back at very low levels. At key points spike the dialog up just a bit to remind the audience that it is there. Music: Keep the sound design for the Jesus Hour but lower its volume and introduce underscore which tick tocks to play her getting sleepy. The music needs to be dreamy in nature. CU of grandma’s face, we see her sleeping and ever so slowly her head begins to fall forward. As her head tilts forward, her mouth slowly begins to drop. As her head comes to a rest, her hair piece continues to slip downward. Shot 33 Length: 00:03.00 SFX: foley for the remote control. Dialog: Spike the dialog briefly, just as she jumps from fighting sleep. Music: The tick tock music continues Granny’s arm tenses for a second. It shakes a little, then loosens and drops. Her hand becomes limp the remote falls to the floor. Shot 34 Length: 00:01.15 SFX: sfx contributing to the various television programs. Ambience: reverberant television sound as well as the ticking of a clock. Dialog: Voice over for QVC type programming. Medium reaction shot of the child’s face. He starts looking down and thinking. Shot 35 Length: 00:01.15 Music: Tick tock music continues, perhaps a subtle musical hit to play his reaction. SFX: Continue with narrative television program Music: Continue with tick tock He looks up at her to see why she dropped the remote. He wonders if something is wrong with her. Is she ok?” Shot 37 Length: 00:01.15 Dialog: Granny coughs a nasty croupy cough with wheezing to boot. Foley: Composite squishy pudding or jello sounds to exaggerate the flem in her throat. Music: Perhaps the music can be interrupted to clear out for the coughing or to have the music comment on the action. Quick cut to a CU of grandma “GAAAAHHHKRAHHHKAAAH!” She seems to be choking on her own spit. She’s having trouble breathing, emitting loud, nasty, horrific gargling sounds. She slumps forward, shaking her head. Shot 38 Length: 00:00.28 SFX: time for a new mock TV show. Perhaps the shopping network. Dialog: Voice over for shopping network. Music: Stinger? Lounge music for shopping network playing anempathetically to the visuals. He is completely caught by surprise! He jumps back in horror. Shot 39 Length: 00:02.00 SFX: Continue with shopping network design. Dialog: Voice over for shopping network. Have the content of the voice over be anempathetic to the action. Music: continues He realizes that something is really wrong with grandma, and he gets up on the couch to try and help her out. Shot 40 Length: 00:02.20 SFX: Organic sounds of her head gradually morphing to a mechanical or robot-like sound, then going back to organic. Music: Tick tock theme. Grandma’s head starts shaking, she’s changing color, and her head rears back into the air. Her face is turning purple! Veins are popping out on her neck and the choking sounds get louder and louder! Her head falls forward and she spits up a translucent mass of mucus and spit. Shot 41 Length: 00:00.20 SFX: TV sound design Dialog: The coughing needs to over the top gross sounding to promote the intensity of his reaction. Up to this point the characters have not spoken; therefore, it might be better to cover the screaming with a sound effect or music. Music: Music cuts out to allow the sfx to drive the scene. He has never seen anything this disgusting or scary! Shot 42 Length: 00:03.22 SFX: Lots of nasty sounding foley, use yogurt and Jell-O snarfing sounds. Ambience: Strong room tone. High hiss from bad television. Dialog: Promote some product that is beautiful, contrasting the visuals of granny’s drooling. We cut back to grandma to see her begin to fall asleep. She seems to be drained from the experience. Yet she never woke up! Her head slowly falls to the side and she trails off into silence. Shot 43 Length: 00:02.00 Dialog: Keep working the voice-over to have a sound which is in stark contrast to the image. Music: Dreamy music is re-introduced. He gives a sigh of relief and slouches a bit. Shot 44 00:05.00 Length: SFX: play only sounds that objects in the mock TV show would make Dialog: make sure the voice is very monotone, to put us all to sleep Music: Underscore in tick tock style. We fade to this shot of him watching TV. His eyes are becoming heavy and his head sways back and forth, ever so slightly. The colors from the TV constantly shift; projected on his face. He begins to nod off a little bit, but regains. We hear the TV audio as he is almost trapped there on the couch, held prisoner to the television, and his grandmother. Fade out. Shot 45 Length: 00:03.00 SFX: Whatever is needed for new mock TV show. Crossfade from the earlier program to the current to play the passage of time. Make sure the shows are markedly different. Dialog: Whatever is needed for mock TV show. Music: Dreamy underscore and possible source. Visual cross-fades into the first shot in the sequence to depict the passage of time. Shot 46 Length: 00:04.21 SFX: Whatever is needed for next mock TV show. Crossfade from the earlier program to the current to play the passage of time. Make sure the shows are markedly different. Dialog: Whatever is needed for mock TV show. Music: Dreamy underscore and possible source. Fade to the second shot in the sequence to depict the passing of time. Shot 47 Length: 00:04.07 rd SFX: Whatever is needed for 3 mock TV show. Crossfade from the earlier program to the current to play the passage of time. Make sure the shows are markedly different. Dialog: Whatever is needed for mock TV show. Music: Dreamy underscore and possible source. Fade to the second shot in the sequence to depict the passing of time. Shot 48 Length: 00:04.15 SFX: Whatever is needed for the forth mock TV show. Crossfade from the earlier program to the current to play the passage of time. Make sure the shows are markedly different. Dialog: Whatever is needed for mock TV show. Music: Dreamy underscore and possible source. Fade to the second shot in the sequence to depict the passing of time. We now sees the height of his boredom as he does a headstand on the couch. Shot 49 Length: 00:05.14 SFX: Continue with last TV show. Use twisting sound for head opening. Once the head opens, have foley sounds for brains and blood. Out the window we have more of the earlier terminator homage. TV sound goes away with music hit. Music: the music builds and hits as her head opens up. Homage to Bernard Herman’s Psycho. This is from his viewpoint. He looks over to grandma. She is sound asleep. Her head slowly swings down and left (in his general direction), but as her cheek softly hits the couch, some unseen hinge unlocks and her face swings open revealing… AN EVIL KILLER ROBOT with eyes glowing red. We now hear the sounds of large ships flying over the house. Shot 50 Length: 00:00.27 SFX: More robot sounds and a continuation of the battle sounds all offscreen and implied because it is a dream not reality. Wet this up to give it contrast from reality sequences. Dialog: Even though he is visually screaming, consider covering it with a sfx or music. He has not spoken a word yet. The sounds continue! It sounds as if a jet is landing on the lawn outside. This is a quick cut to a CU of his face. He is screaming for his life. Shot 51 Length: 00:01.15 He turns to look out the window; there is definitely something happening outside. Shot 52 Length: 00:01.17 SFX: Off-screen sound to capture his attention. SFX: Window shades blowing and exterior battle sounds. In the distance we hear the metallic army marching toward his house. The searchlight suggests some type of warning siren as well. his house. The searchlight suggests some type of warning siren as well. Ambience: Wind This is a shot of the window from his perspective. The drapes are being blown all over and a searchlight is shining in through the window. The hunter killer machines are coming for him! Shot 53 Length: 00:03.24 SFX: A reversed compressed air sound which creates a sonic vacuum as he awakes and realizes it was just a dream. Television returns as this sound is a part of the reality. Pan the previous scene in 5.1. As we transition to reality, move all the sound to the center (mono) just as he wakes. We quickly cut to him waking from the dream. He looks to where grandma/the robot was, and we zoom out a bit. There is nothing there. He quickly turns to look out the window… Shot 54 Length: 00:01.16 But there’s nothing there. It’s as peaceful and tranquil as ever, if a bit aged and scary. [the furniture] Shot 55 Length: 00:05.03 Dialog: Voice over for TV commercial “fiber nut.” Ambience: The sound design collapses to just light ambience. We need a break. SFX: Off-screen sound, bathroom activity drawing boy’s attention and curiosity and motivating him to move. Television continues very low. Ambience: Wind coming from open window. He doesn’t know where grandma went, but he hears something coming from another part of the house; the bathroom. So he gets up and walks across to frame right. Shot 56 Length: 00:02.02 No music. The quiet helps contrast the dream sequence and gives us a break from wall to wall sound. Music: Substitute a piano gliss for a door opening. Have the gliss go upward as the door opens. In surround, pan the gliss from center to Ls Rs. This shot is from his viewpoint. There is light coming from this door in the hallway. His hand reaches up and slowly opens the door. Shot 57 Length: 00:01.23 SFX: Nasty gooey sound followed by robot sounds. Music: Use the teeth sound to mask the intro for the final chase music. Cut to a CU of the grandmother in front of the mirror in the bathroom. This is a Ren & Stimpy-esque horrific detail shot. Her saliva bridges the gap between her rotten gums and the teeth she is removing. It makes a nasty, blood curdling sound. Shot 58 Length: 00:01.01 SFX: The robot factory composite is reprised for continuity. Music: The music should be winding up and propelling the pace. Through the door (Grandma’s vantage point if she were to notice him) we see the boy freak out! He cannot believe what he is seeing! Grandma just pulled out HER FREAKING TEETH! Shot 59 Length: 00:04.00 SFX: More robot sounds Music; Music continues to build. Quick shots back to the robot assembly line. THEY HAVE REMOVABLE TEETH TOO! GRANDMA IS AN EVIL ROBOT! Shot 60 Length: 00:02.12 Music: Have music hit as he spins. From this point, the scene will be driven primarily by music. Back in the hall outside the bathroom we see him spin around to run to frame right, but he sees something that scares him even more! He jumps back, losing his balance and falls to the floor. Shot 61 Length: 00:02.12 SFX: Low rumble and animal growl for heater. The eyes of the heater sounds like the eyes of the Robot. Music: The tempo and pitch continues to rise as the scene develops. This shot starts at the top of the heater and slowly pans down. Lighting is crucial here. The heater emits a red evil glow from in its mouth. The knobs look like eyes and its grate like teeth. When the pan completes at the bottom we see him scampering back towards the camera. Shot 62 Length: 00:01.00 We see that in his scampering backwards he bumps into a coat/hat rack. This freaks him out even more as it sways about to fall on him. Shot 63 Length: 00:02.18 Music: the music continues to drive the scene, occasionally hitting the action. SFX: Do not cover the footsteps. Music: Gets louder and more frantic. He runs for the door, with his backpack in tow; he’s getting outtah’ here. Shot 64 Length: 00:02.24 SFX: Will the multiple bolt locks unlock before the door magically opens? Strong whoosh for the door opening. Another vault door sound for the closing. vault door sound for the closing. Music: At its peak, pitching up with the camera angle. In this shot, the camera would be on the floor looking up. When he reaches the front door, however, the knob seems too high for him to reach. He cannot reach all the locks. He turns, putting his back against the door. He is short on breath and shaking uncontrollably. Right when it seems that he is about to lose it, the door begins to swing open. Light floods the room. There is a silhouette of a woman standing there. Shot 65 Length: 00:01.28 CU of the boy (reaction shot). He knows who this woman is. It’s his mother. He’s saved! Shot 66 Length: 00:02.15 Music: strong but resolute. Implied Sound treatment: Dialog: Even though it is suggested, suggest that it be avoided as there has been no dialog up to this point. Music: Continued resolution cross-fading to opening credit music. He practically runs over the woman; throwing his arms around her yelling “MOMMY!”. She raises her arms and looks down. What did she do to deserve such a welcome? What’s going on? She can’t believe it, she takes this as his being glad to see her, much unexpected. Fade out. Shot 67 Length: 00:07.23 Dialog: since we have not used sync dialog up to this point, it might be inappropriate to break the silence at this point. SFX: Original car idling followed by acceleration. Music: Resolution until he realizes that he has to go back tomorrow, a hit and then a re-cap of the opening music. Same shot as the first. The boy is happy to be done with that experience. Time to go home. He never wants to go to granny’s AGAIN! We hear the mother say [voice over] “Oh hon, you left your backpack at Granny’s, it’s ok you can just get it when you go back tomorrow.” His jaw drops. GO BACK TOMMOROW! Dialog: Suggest an insert shot to the interior of the house to show that he has left his backpack. This could be followed up with a reaction shot showing that he realizes this. This would eliminate the need for dialog to complete this narrative. hon, you left your backpack at Granny’s, it’s ok you can just get it when you go back tomorrow.” His jaw drops. GO BACK TOMMOROW! Final Sound Design The Dialog Stem There was no sync dialog or narration required for this animation. However, voice-overs were used extensively for the mock-up television commercials. These voice-overs were recorded and processed (futzed) to emulate the sound quality coming from a typical television set. The television plays throughout the animation. To keep them from becoming monotonous, commercials were only brought out (spiked) in the mix when they contained important story points. Changes in programming were used to support a time-lapse sequence. During this sequence, programming cross-faded in sync with the visual wipes to represent the time-lapse. 1. Verti-Broil Commercial 00:01:31:00 Off-Screen moving to On-Screen The Verti-Broil commercial is a parody on Ronco style marketing, promoting a vertical toaster for steaks. This commercial called for over-the-top voiceover and dramatic sound effects. The Verti-Broil spot begins off-screen to support the boy’s movement into the interior of the house. 2. Ninja Slug Commercial 00:02:43:28 Non-Sync Yeah Yeah Yeah’s have plosive, get it sung in key with source music. The Ninja Slug commercial provided the back-story for the slug watch and t-shirt worn by the boy. It also represents the kind of programming a typical boy would be drawn to. The commercial was scored with pop-style music to establish a time period and to contrast the tastes of the boy and the grandmother. It is soon followed by a militaristic music bed to support the Patton-like voiceover. The commercial is an important means of establishing the concept that robots are really normal people in disguise. 3. The Jesus Hour 00:03:45:26 Off-Screen The Jesus Hour is a parody of television evangelists. The voiceover called for a southern preacher/slash used car salesman interpretation. Once the commercial is established, its level is brought down to make room for other elements. The voice-over is brought up (spiked) from time to time to deliver humorous lines. 4. The Shopping Network 00:04:18:20 Off-Screen This commercial is a knock-off of advertising based programming like the Shopping Network. The implication is that this type of programming appeals to the elderly. To keep it sounding low budget, no source music or SFX were used to support the commercial. The voice-over called for a female voice actor with commercial background. At one point in the programming we hear the voiceover describing a beautiful object while we see granny drooling over herself. This provides ironic contrast for the animation. 5. Time-Lapse Sequence 00:04:41:14 Off-Screen The purpose of this sequence is to compress time through visual wipes and audio cross-fades. Within the space of a few seconds we transition from the Shopping Network to sports programming, to daytime drama, ending with a program spot. The original programming this sequence was recorded directly from the television. For legal reasons, each program had to be reconstructed. 6. FiberNutz Cereal 00:05:03:08 Off-Screen Fiber Nut is a product designed to help anemic people get energy and a bowl movement. Two voiceovers were needed, one to epitomize the anemic consumer and the other to deliver the upbeat sales pitch. Foley was used to create the sounds for the cereal bowl. Music Without dialog, it became apparent that music would drive much of the animation. Since there was no budget and the production schedule was tight, a decision was made to use library music (fig 12.1) for the underscore. Fig 12.1 DeWolfe Production Music The students were covered under an institutional production blanket license to use this library for demo reels and student animation festivals. In addition, the blanket license could be re-negotiated if commercial opportunities arose. Most of the cues were developed from the compositions of Tim Souster. Using the same composer helps to create a sense of continuity in the score. Cue 1M1. Arriving at Grandma’s Styles #7. Music by Tim Souster Start 00:00:15:29 “Streets of Palermo”. Romatic, End 00:00:51:15 nostalgic, in the style of the Total 00:00:35 Godfather. The music for the title sequence established the emotional feel (Tim Burton meets Pixar) for the entire project. The cue was edited to length to match the opening camera movements. To achieve this, the Streets of Palermo was intercut (fig 12.2) to remove a significant portion of the interior, while maintaining a natural beginning and end. Fig 12.2 Show full cue with selected portion for inter-cut and then resulting cue with a “find sync point” added Cue 1M2. Entering the House? Angel of Death. Music by Tim Souster Start 00:01:03:28 “Angel of death #2”. Mysterious End 00:02:35:16 and building. Total 00:01:35 The underscore begins with a hit as the boy looks at the knocker (insert shot). The underscore lets the audience experience his apprehensive about the visit. The score is edited to hit as the boy falls to the ground. The cue is driving the scene, building in volume and intensity as granny approaches. The cue ends with an homage to psycho. Cue 1M3 Hug from Granny Angel of Death. Music by Tim Souster Start 00:02:16:23 “Angel of death #2”. Mysterious End 00:02:42:20 and building. Total 00:00:25 To extend the cue further, the high string note was looped and an arrangement of the theme was prepared to match the production music. A woodwind quintet recorded the arrangement to image for timing purposes. Cue 1M4 Ninja Slug Commercial Start 00:02:39:18 End 00:02:51:07 Total 00:00:11 Original Source Music The original source music for this cue was temped out with a Joe Satriani selection. Synchronization rights were not considered since there was no budget for the project, a knock-off was developed using local musicians. Cue 1M5 Ninja Slug pt. 2 Century of War. Music by Frederic Talgorn Start 00:02:50:18 “Battle Action”. Strong and strident. End 00:03:07:07 Total 00:00:16 This source music transitions from rock music to a militaristic style (Toy Soldiers) narrated by a drill sergeant. The music fades in the middle of the commercial to allow the hard effects to play the scene. Cue 1M6 Ninja Slug pt. 3 Start 00:03:09:28 End 00:03:32:05 Total 00:00:22 Century of War. Music by Frederic Talgorn “Battle Action”. Strong and strident. The cue finishes with the military music, cut to coincide with the end of the commercial. Cue 1M7 WB Cartoon Knock-Off 1940’s Cinema. Music by Theo Langlois Start 00:02:50:18 “Squirrels on the Spree”. Happy, End 00:03:07:07 lively, animation music. Total 00:00:16 The purpose of this cue was to provide source music for an off-screen cartoon in the style of the 1940’s Warner Brothers shorts. Music was selected that was reminiscent of the composition styles of Carl Stalling and Scott Bradley. The cue was futzed using bandwidth limiting and mono imaging to give it a sense of realism. The cue ends with a de-acceleration treatment to sync with the slow motion images that occur on-screen. Cue 1M8 The Jesus Hour Moore Start 00:03:42:19 End 00:03:53:15 Total 00:00:10 Cliché Favorites #2. Music by Barbara “It’s Gospel”. A hymn played by a church organ (off-screen) advertises the cut while establishing the concept of television evangelism. The cue continues to play under the sermon to enhance the voiceover. Cue 1M9 Dream Sequence Talgorn Start 00:03:52:00 End 00:04:23:23 Total 00:00:31 Century of War. Music by Frederic “Fragile Truce”. Atmospheric, taut, and suspenseful. This underscore will be used throughout the sequences to provide continuity and to create the desired dreamy quality. Cue 1M10 Granny is Revealed Styles. Music by Tim Souster Start 00:04:51:18 “Frenzy”. Tense, ominous, insistent, End 00:05:03:03 in the style of “Psycho”. Total 00:00:11 This cue starts with an ascending figure that hits at the moment when granny’s head swings open. This is a violent cue in the style of Bernard Herman. The cue is an effective substitution for screaming. Cue 1M12 Taking a Peek Start 00:02:50:18 End 00:03:07:07 Total 00:00:16 Styles. Music by Tim Souster “Frenzy”. Tense, ominous, insistent, in the style of “Psycho”. This cue begins with a piano arpeggio (upward rolling out of notes) used instead of SFX to cover the door opening. Surround panning was used to enhance this effect, opening from the center (mono) to all five main channels (5.0) in sync with the door opening. Cue 1M13. Escaping Start 00:05:21:03 Styles. Music by Tim Souster “Frenzy”. Tense, ominous, insistent, End 00:05:36:25 Total 00:00:15 in the style of “Psycho”. This underscore covers the final sequence in which the boy tries frantically to escape the house. The cue eliminates the need for Foley footsteps and hard effects. The track was cut several times to hit with a variety of visuals. The harmonica hits as we see the mothers eyes glow to accentuate the implied narrative. Cue 1M14 Conflict Resolution? Styles. Music by Tim Souster Start 00:05:37:00 “Frenzy”. Tense, ominous, insistent, End 00:05:56:21 in the style of “Psycho”. Total 00:00:19 This cue provides a little resolution but keeps us wondering if anyone in this boy’s life is real. Cue 1M15 End Credit Sequence Century of War. Music by Frederic Talgorn Start 00:06:14:18 “Battle Action”. Strong and strident. End 00:07:21:11 Total 00:00:06 The end credits were developed without music so music editing was needed to customize the score to the many visual transitions that occur. Music from the Ninja commercial was used to promote continuity. Do a music cue report list for DeWolfe SFX The sound effects stem contains an even representation of subjective and realitybased effects. As with the music stem, the predominance of source audio called for signal processing which contrasted source, on-screen, and off-screen sounds. When the commercials are shown through the camera POV, the audio is stereo and full frequency. When the commercials are seen from the characters POV, the audio is presented in mono with bandwidth limiting. 1. Moving Vehicle Composite 00:00:00:00 Off-Screen Mono (dynamic panning) This effect begins prior to first frame to establish the opening scene. Multiple elements are combined to suggest a car that is old and rickety. The engine sound includes a rough idle and an acceleration sound. The engine sound suggests off-screen movement. 2. Car Door Closing 00:00:34:09 Off-Screen Mono (panned to the center) Hard effect of a loose door used to suggest that the boy has exited the car. 3. Ambience 00:00:40:19 Non-Sync Stereo This ambience contains light wind with occasional gusts. Leaf sounds are added to reflect the absence of leaves on the trees. Animal and bug sounds were deliberately limited to suggest late fall. 4. Footsteps 00:00:48:10 Sync Mono (dynamic panning) The initial footsteps for this scene were taken from an effects library and cut to image. The remaining footsteps were recorded to image (Foley) on a hollow surface to suggest a raised porch. 5. Bird “Caws” 00:00:48:26 Off-Screen Mono (dynamic panning) Bird caws were added to suggest that a bird was roosting in the nearby tree. The dynamic panning creates motion and interest in a relatively static scene. Volume automation follows the panning. 6. Screen Door 00:00:55:22 Sync Mono (dynamic panning) Composite effect cut and time scaled to match the on-screen movements. Door squeaks and a light door slam are layered in as well. 7. Screen being torn 00:01:09:22 Sync Mono (panned to center) Mono Foley effect using an aerosol spray can. The effect is panned to position. 8. Body Impact 00:01:10:15 Sync Mono (panned to center) Foley effect using a full book bag dropped and rolled. 9. Main Door Opening 00:01:17:26 Sync Mono (panned to center) Library effect time scaled to match the image and cross faded with the interior shot. Reverb is added to the second door to contrast the movement from an exterior to an interior shot. 10. Light Switch 00:01:21:11 Non-Sync Mono (panned to center) Basic library effect. 11. Main Door Closing 00:01:25:28 Sync Stereo moving to Mono A composite effect that includes wind ambience reversed, a falcon, and a bank vault. The sync point is implied by the reflection shown against the wall. 12. Bolt Locking Mechanism 00:01:28:20 Non-Sync Basic library effect. Mono (panned to center) 13. Grandfather Clock 00:01:33:13 Off-Screen Mono (panned to center) A library effect that provides an ambient element with a low-tech feel. The effect was cut and spaced to create a slow cautious pace consistent with the boy’s movements. 14. Steak Frying 00:01:37:23 Bacon frying. Off-Screen Mono (panned to center) 15. Toaster 00:01:38:13 Sync Mono (panned to center) Basic toaster popping up futzed with band limiting. 16. Granny’s Walker 00:01:44:16 Sync Mono (panned dynamically) This composite effect is layered with earthquake, anvil hits, and wicker squeaks. The walker is pitched up as Granny approaches. The effect is hard synced, advertising a bad visual edit at 00:02:02:12, where the footsteps are interrupted. 17. Picture Frame Breaking 00:02:03:08 Non-Sync Mono (panned to center) The timing for the hit was based on the rate of fall while the object was onscreen. Plate glass was substituted to enhance the effect. 18. Radio Breaking 00:02:10:07 Sync Mono (panned to center) The breaking of the radio was covered with a clay pot. It produced a higher frequency and easier to fit in the mix. 19. Sofa Squeeks 00:02:34:23 Sync Mono (panned to center) The sofa sound was layered with the sound of ships at dock and various spring sounds. The goal of this effect was to dramatize the weight differences between granny and the little boy. 20. Slugs in Flight 00:02:37:15 Sync Mono (panned to center) A synth space ship sound was used as a transitional element for the scene. This sound also covers sound for ninja slugs in flight. 21. Rockets 00:02:45:03 Sync Mono (panned dynamically) Only the last on-screen rocket launch was covered. 22. Riding the Sofa 00:02:51:28 Off to On- Screen Mono (panned dynamically) The sound of horses galloping was substituted for a more literal sound such as mattress springs. The boy looked as if he were riding a horse and this sound made the shot feel more playful. The gallop was cut and time corrected to fit the image. It was introduced off-screen so that it could play at a more natural length. 23. Air Raid Siren 00:02:52:12 Off-Screen Mono (panned to center) The air raid siren is added to the commercial to create a heighten sense of urgency. 24. Terminator Homage 00:02:54:13 Sync Mono (panned to center) This composite effect provided sounds for an on-screen television commercial. Various laser weapons firing, egg shells to play skulls getting crushed, and synthesized ambient sounds. 25. Warning Blasts 00:02:57:12 Off-Screen Mono (panned to center) Warning blast to provide variation from the air raid siren. 26. Robot Assembly Line 00:03:03:04 Sync Mono (panned to center) A variety of servos, air compressors, and engine start-ups to emulate an assembly line. 27. Slug Decoder Watch 00:03:15:15 Sync Mono (Doppler) A stereo composite effect consisting of telemetry to imply communications and a sonar ping to give it a military feel. The entire effect was treated with Doppler to enhance the rotation of the object. 28. Cartoon Mock-Up 00:03:23:15 Off-Screen Mono (panned to center) A mono composite designed to emulate a 1940’s Warner Brother animation. The mock-up features music in the style of Carl Stalling, cartoon hits, and vocal effects. Aggressive bandwidth limiting was applied to the effect to make it sound older. Pink noise is added at the end the effect to re-enforce the channel being changed. 29. Sleep related vocalizations 00:03:53:25 Sync Mono (panned to center) Foley snoring and gagging was recorded to image for character development. Additional baby coughs were also layered in for effect. The idea was to make the vocalizations sound disgusting. 30. Head Opening 00:04:54:10 Sync Mono (panned to center) A composite effect to provide organic and mechanical elements. The effect includes crushed coke cans, celery Foley, and liquid being pored. 31. Dream Sequence Composite 00:04:55:15 Off-Screen Surround to Mono The purpose of this composite was to develop an off-screen narrative of the house under attack. A low frequency rumble was used to simulate a large ship approaching. Other elements include a windowpane breaking, wind gusts, and various laser blasts. The final element of this effect is pressurized air reversed to transition the character out of the dream sequence. This transition is accomplished by collapsing from 5.1 to mono. 32. Bathroom Composite 00:05:08:05 Off-Screen Mono (panned to center) This composite includes a toilet flushing, sink handle squeaks, and the dripping of a faucet into standing water. The off-screen sound provides motivation for the boys actions. 33. False Teeth Composite 00:05:18:17 Sync Mono (panned to center) An oozing sound is layered with servos to flashback to the robot assembly sequence. 34. Robot Assembly Reprise Mono (panned to center) 00:05:21:12 Sync Composite includes air compressors alternating with servos (mechanical) and oozing sound (organic). 35. Car Driving Away 00:05:38:21 Off-Screen A reprise of the original auto sounds. Mono (dynamically panned) 38. Ambience 00:05:34:17 Non-Sync Stereo A reprise of the original ambience with a screen door added in. The ambience extends into the black just prior to end credits. 39. Granny transforms again 00:05:55:23 Sync Stereo Composite featuring engine start-ups, servos, shovel digs, wood hits, all synced tightly to image. 40. Porch door closes 00:06:00:14 Sync Hard effect with some squeak added. Mono (panned to center) 41. End Credits Sync Mono (panned dynamically) The sound design for the decoder is reprised for continuity. Telemetry sounds are synced to each letter as the decoder spells out the end credits. Various jet fly-bys are used to cover the titles breaking up and dissipating. The Mix Two separate mixes were developed for this project, a stereo mix for DV and a surround mix (5.1) for DVD. The 5.1 mix was initially developed and used as a reference for the stereo mix. Panning The panning for each element was approached as follows: Voice Over Center (Stereo and 5.1) All voice-overs were panned to the center when seen from the camera’s POV. The audio image was expanded to stereo when seen from the characters POV. Music Stereo for basic underscore (Stereo and 5.1) 5.0 for all music driven scenes (5.1) Mono for off-screen source (Stereo and 5.1) Stereo for on-screen source (Stereo and 5.1) The opening cue was presented in 5.0 for greatest envelopment and because there were no competing narrative elements. The cue was reduced to stereo as the narrative began. For the stereo mix, volume rather than panning was used to achieve contrast. One unique panning effect occurs at 00:02:50:18 where the music mix opens from mono surround to 5.0 in sync with the door opening. Ambience Stereo Ls Rs (5.1) Stereo LR (Stereo and 5.1) ambience placed in front for greater emphasis. Separate ambience tracks were developed for external and internal shots. Hard Effects Mono (Stereo and 5.1) All effects requiring dynamic panning were reduced to mono and panned to perspective. The LFE was used very conservatively, with no element being placed exclusively in that channel. Signal Processing The following is a list of signal processors that uniquely served the narrative: Vari-Fi was used to create the de-acceleration effect used for the slow motion sequence. Sci-Fi was used to transform the voice-over from human to robotic. Pitch Shifting was throughout the project to create contrast. Bandlimiting (EQ) was used on all of the source audio coming from the television.