Wednesday, April 23, 2014

WHO NEEDS VINES? WE GOT SIX SECOND FILMS!

Alyssa Zelman
MDIA 1020
Section 4
WHO NEEDS VINES? 
WE GOT SIX SECOND FILMS! 
April 23rd, 2014
Lamps: A story of love, family and betrayal.
Description: When darling Cynthia tells Albert she's pregnant, it seems as though life couldn't get any better for the Light family. But when the child is a flashlight, tensions arise. Was darling Cynthia having an affair?

Tuesday, April 22, 2014

Sunday, April 13, 2014

Don't Go Back Into The House!

Alyssa Zelman
April 13th, 2014
MDIA 1020
Section #4
Don’t’ Go Back Into The House!

            Cabin In The Woods is one of many horror movies, such as the Scream series, that tries to put a new spin on classic horror tropes. Cabin is unique because it doesn’t merely question the foolish behaviors exhibited by most protagonists in horror movies. It attempts to explain them. At the very start of the film, the audience is shown that the scenario we are about to witness is an elaborate set-up by a mysterious group of people. They are mysterious not because we as the audience do not get to peer into their lives, but because we are not immediately told the reason behind their actions. The protagonists behave as they do because they are being manipulated, not because their actions represent their true personalities.
            There are five main characters who are forced to embody five typical horror protagonist roles: the slut, the jock, the scholar, the fool and the virgin. Jules is cast as the Slut, Dana the Virgin, Marty the Fool, Curt the Athlete, and Holden the Scholar. The technicians failed at properly casting the roles. Before the five friends begin their journey to the cabin, we are given glimpses of their unaltered personalities. We are told that Dana is having sex with one of her professors, which, were she cast properly, would make her the Slut and not the Virgin. Later in the movie, we are told that Marty had an unrequited crush on Jules, which might make him the Virgin. By the end of the film, he also proves himself to be much savvier than we would expect, despite being a stoner. He might be better suited to the role of the Hero. Holden and Curt seem as though they were forced into opposite rolls, and if they had switched, the ritual might have gone as planned.
            The controllers manipulate the personalities of the characters through the use of drugs. They spray pheromone mists into the air that are designed to inhibit common sense, spike Marty’s weed (though they miss the stash that he actually takes with him on the trip to the cabin) and poison Jules’ hair dye. This is the explanation for why the characters tend to fail at the basic “fight or flight” response. The hypnotic drugs, combined with voices whispering subliminal messages to them, keep them from making wise decisions. A voice tells Marty to take a walk outside. Marty is immune to the drugs because he uses marijuana, but in his attempt to thwart the voice, he obeys it. He is aware that his friends aren’t behaving true to their personalities, but is dismissed for being high and paranoid.
            Human nature it tampered with almost immediately. The friends stop at a gas station where a creepy old man warns them about the cabin. The controllers comment something along the line of “he practically screams death, but they chose to go to the cabin anyway, it’s not our fault.” It clearly is their fault since the friends have had their inhibitions lowered by the drugs. One way or another, the controllers would have forced the friends to go to the cabin or some other horror location. Once they arrived at the cabin, common sense would tell them to explore every room to be sure nobody was occupying it. After all, even if a house isn’t haunted, some threatening person or animal could have taken residence in it while it was left alone. Common sense also should have told the friends to make sure that the place they were going had wifi so that they wouldn’t be cut off from society in case anything went wrong. I don’t believe most college students would be foolhardy enough to go to a mysterious cabin alone in the first place, at least without telling somebody where they would be in case of emergency. The characters attempt to behave realistically, such as when Curt tells them that they shouldn’t split up under any circumstances, however puff of drugged mist gets him to change his mind. Marty even comments on how dumb this seems.
            Were I one of the protagonists, I wish I could say that I would make better decisions. However, being as their decisions are being forced upon them with fixed events and drugs, I can’t believe that I would fare much better than they did. They controllers were able to convince Curt that he had a cousin that didn’t actually exist, and almost completely alter his personality from and intelligent, goofy, loveable jock, to an alpha-male jerk. But let’s pretend that the controllers didn’t exist and Cabin was a run-of-the-mill horror movie. I don’t drink or smoke, so even without the drugs of the controllers, I would have little reason for not using common sense. I am naturally paranoid so if I were say, Jules, and wanted to make out with Curt in the woods, I would probably bring keys or some other sort of weapon do defend myself with just in case. There’s no way I would let my group of friends split up, as I don’t even like walking around campus alone at night. Knowing we would be in an isolated cabin, I would ask somebody to bring flares and some other way to contact the outside world. There are dozens of precautions I could recommend the protagonists take,  but the point of Cabin is that horror movies are an elaborate ruse meant to appease dark gods, and the protagonists have very little free will, so unless I was a member of the controllers, I would be helpless.

            Cabin is a commentary on the repetitiveness of horror movies. The Ancient Ones serve as a metaphor for the audience. They delight in seeing young people die in gruesome ways, even if it means sacrificing well-developed, realistic characters and complex plot-lines, as we can see with the manipulation of the main five’s personalities. Members of the organization of controllers are stand-ins for Hollywood writers. Most of them are just doing their jobs, taking little pleasure in attempting to force the same plotlines over and over again to appease their “audience”. The controllers have no choice but to enforce horror movie tropes and make their victims make bad decisions. If anything, Jules, Curt and Holden go through a sort of reverse character development, forced into one-dimensional personalities. As great a job as Cabin did at exploring and explaining the dumb actions of horror movie protagonists, I’d really love to see a horror movie in which the protagonists aren’t manipulated into behaving foolishly, and respond as realistically as possible.

Sunday, March 30, 2014

Not My Style

Alyssa Zelman
MDIA 1020
March 30th, 2014
Section 3
Not My Style
For this project I decided to use Timmy Turner from The Fairly Odd Parents. Butch Hartman was the creator, so i'll refer to The Fairly Odd Parents style as his. Hartman's style is characterized by thick, angular outlines and geometric character designs. His characters are almost always outlined in black, their eyes are round as the standard with derivations for special characters, his mouths tend to extend as far up as the middle of the eye for certain expressions, and, at least in The Fairly Odd Parents, unless shoes are being emphasized as part of character design, there is no boundary between shoes and pants. Characters from The Fairly Odd Parents have four fingered hands, however this is not a rule for all his cartoons as evidenced by Danny Phantom. I messed up on Timmy's eyes, as they aren't supposed to be outlined in black. His colors are a bit off, because I did not have the proper markers at my disposal.

For the second drawing, I tried to emanate director and animator Tim Burton. He is known for gaunt, spooky characters. If they have eyes, they are often bulging and definitely have dark circles under them, making every character look a bit mad and sleep deprived. Although his characters have a wide range of body types, he seems to be best known for tall, wiry characters with skinny/slender limbs and heads with pointed chins. Most of his artwork is done with pen and watercolor, and I was lucky enough to have water colors to use. His penmanship is messy and loose, and his colors flow outside the lines. His characters are pale, and as brightly colored as they can be, they are almost always desaturated.

For the third style I tried my hand at a variation of my own cartoony style. I prefer to work in colored pencils. My drawings have colored outlines, large shiny eyes, and hair that gets it texture from its lines rather than its shading. Timmy Turner is characterized by his buck teeth, slightly angular face, cowlick hair, thick eyebrows, and pink baseball cap. I think i've made him recognizable but distinctly mine in style.

Thursday, March 27, 2014

Expression Yourself

Alyssa Zelman
March 27, 2014
MDIA 1020
Section 3
Expression Yourself

For this project I chose to work with Twilight Sparkle of My Little Pony: Friendship is Magic
The top left expression is one of irritation. Beyond simple annoyance, Twilight is in a mood where every little noise makes her want to groan. She's just plain not in the mood. She squints, sensitive to light. This is how I feel when I get a migraine. 
The top right is simple, something has caught Twilight's attention. Her ears twitch towards the direction of the sound like a real pony's would. Her eyes dart to a blank space so she can try to think of what the sound might be.
The second row on the left is skepticism and slight annoyance, as if she's thinking "really?"The furrowed brow adds to the confusion.
The second row to the right is excitement and eagerness. Perhaps she just said what she thinks is a great  idea to her friend and it awaiting a response. Big goofy grin, eyes staring right into the "camera".
The third row on the left is guilt. She's not looking into anybody's eyes.
The third row to the right is a mix of surprise and fear, as if something is flying at her face. Her pupils are small and her eyes are wide. Her mouth indicates yelling.
The bottom row to the left is embarrassment and shock, as if she's just seen something she'd rather not. Her nose is scrunched up with a hint of disgust. 
The bottom row to the right is amusement. Her smile is sly, so perhaps she's trying to hide her amusement.
The picture in the top left corner of the second image is anger and determination. This is the face she might make at an enemy, whether they are an actually threatening character or just aggravating. Gritted teeth add tension.
The bottom right corner is a face of concern or sympathy, as if she's listening to a friend talk about their worries. Small frown, furrowed brow, eyes focusing on the friend.


Wednesday, March 19, 2014

Think You Know My Avatar?

Alyssa Zelman
March 20, 2014
MDIA 1020
Section 3
Avatar made from http://www.dolldivine.com/sweet-lolita-mega-dress-up.php

Violet Plumsbelle is 15 years old. She has studied for five years so far to become a knight in the guild of the SugarPlum Girls, to which her grandmother belonged before her. She's the quiet type, and not great with words, but is fiercely protective of her companions and won't hesitate when it comes to defending their honor. With her cute character design, awesome fighting skills, and fierce determination, she could appeal to a wide variety of age groups, though her game is recommended for people 12 and up due to cartoon violence and some frightening villains. She would be liked for being a good example of how femininity does not equal weakness, that you can be cute and a badass all at once. As the game progresses, we are treated to Violet and SweetPea's friendship growing stronger with not-so-subtle hints that the two have crushes on one another. The characters would be programmed to hold hands, cling to one another when they are frightened, and kiss one other on the cheek and forehead if the player leaves them idle for long enough. Though these features would not be essential to gameplay, they help draw the reader into the story and empathize with the characters (not to mention help LGBT*+ players feel safe and welcomed by the game). Violet is motivated by her desire to prove herself as a warrior and by her love for SweetPea. She is willing to traverse dangerous landscapes and risk her life fighting enemies in order to achieve this.

One day when she is spending time with her friend, Lady Sweetpea, Sweetpea's baby dragon familiar is snatched up by a group of greedy dark wizards who teleport to the other side of the country. Violet vows to get the dragon back, and so the two undertake a great journey together to recover him. Violet defends her delicate friend against the enemies that come her way while Sweetpea uses her rudimentary magic to guide them across parts of the environment (think powers like generating light in a cave,  unlocking magic doors). Their game would involve fighting stages, puzzle stages in which the girls must help one another to get to difficult areas, and sandbox levels which allow the player to enjoy the environment. The setting would be a sugary sweet adorable landscape, like in Kirby or Adventure Time that the player would quickly discover is much more dangerous than it appears.

 Violet has a few options when it comes to SweetPea. She can command her to Stay Put, in which case SweetPea will stay in one spot until Violet comes back to her or calls her over. Violet can also tell her to Follow or Come With Me in which case Violet and SweetPea will grab hands and walk/run together. If the player forgets where they left SweetPea, Violet can shout Where Are You and Sweet will use her powers to shoot a flare. Violet can also shoot a flair, in which case SweetPea will come to wherever Violet is. Although Sweet Pea can manage on her own, Violet often must clear a path in order for Sweet Pea to be able to reach her. The gameplay is somewhat similiar to ICO but SweetPea is a little more capable than Yorda. She cannot go any farther than Violet.

Monday, February 24, 2014

Tuesday, February 18, 2014

Character Caricature

Alyssa Zelman
February 18, 2014
MDIA 1020
p100166851
Character Caricature
Vincent Price:
·      Known for acting in a multitude of B Horror movies
·      Did voice acting in a number of animated films and cartoons including as a caricature of himself in the Scooby Doo series The Thirteen Ghosts of Scooby Doo.
·      Trademarks include his pencil mustache, slender frame, cartoonish expressions and distinctive atmospheric voice.
·      Some of his best known movies include The Fly and House of Wax, both of which got remade.
·      Started off as a character actor, not getting into horror until Tower of London.


Ellen Degeneres
·      Had a television show called Ellen where she first came out as a lesbian
·      Is married to Portia De Rossi.
·      Has produced several audio books.
·      Did the voice acting for Dory in Finding Nemo.
·      Dances every time she introduces a guest on her show.
·      Likes making weird noises. Most people would know that she spoke whale in Finding Nemo but there’s also a chapter in one of her books where she says something along the lines of “well since you’re listening to the audio version this means you get to hear me, so you get a treat that readers don’t and that’s me making a variety of noises.” And then she makes whale noises and other such sounds. 





Sunday, February 9, 2014

Your Hamartia is Showing

Alyssa Jane Zelman
P100166851
February 9th, 2014
MDIA 1020

For years now i've been writing The Witch and the Unicorn.

A young witch runs away from her abusive parents to live alone in a meadow. A unicorn frequents the area. She becomes enamored with the beast. The unicorn is oblivious. A mysterious black-eyed man befriends the witch and offers to help her impress the unicorn. Eventually, the witch realizes that she had been holding the unicorn up on a pedestal and ceases her pursuit. The tale could at first be mistaken for a love story, but it is closer to a coming of age story. The witch gains self respect and stands up for herself. I haven't finished it yet.

The witch's fatal flaw, or Hamartia, is the fact that she puts too much of her self worth into what other people think of her. Back in her village her parents neglected her. In a fit of postpartdum depression, the witch's mother strangled her, permanently damaging her voice. Another time her mother and father used magic to transform her into a cat and tried to sell her at the village market. As a cart she befriended a rooster who helped her transform back into a girl. Upon bringing the rooster home, it didn't take long for her parents to kill and eat him. The villagers scorn her and her family for being magic users. Despite all this, the witch does not hold resentment towards her family or the village for doing so. Her initial reason for running away was because she believed it would help her parents to not be burdened with her, not because she would be escaping an unhealthy situation. To call her low self esteem a character flaw is a bit mean but it's true. Her innocence and naivety only serve to further her down a bad path. I should hope readers pity and empathize with her.

The major turning point, or Peripetieia, in the story is after the witch almost accidentally kills herself. She is bathing in a pond, in a daze after a strange conversation with the black-eyed man. The unicorn arrives early, and, embarrassed, the witch sinks down in the water so that only her eyes are exposed. Her eyes have been strange ever since she was turned into a cat, so when the unicorn notices them, he mistakes her for an alligator or some such beast. He kicks mud at her and runs off, spooked. The witch has a panic attack and forces herself down to the bottom of the pond so she can scream without disturbing the area and nearly drowns. It is after she regains consciousness that she decides pursuing the unicorn is no longer worth it. This is a big step for her. She finally puts her own wellbeing above somebody else's approval. 

The Anagnorsis, or the big reveal, is of the black-eyed man's true motivation, which is hinted at in his and the witch's strange conversation. He's been nice to her throughout the story, but the reader is supposed to always feel vaguely creeped out by him, so the fact that he turns out to be devious won't be too much of a surprise. He's sort of like an evil plastic surgeon, but with magic. He's always been a bit pushy when it comes to helping the witch change parts of her body. First he compliments her and makes her feel adored, then says something like "oh what a shame you want to get rid of your voice, i'd be happy to have it", planting the idea in her head that she can change. It's revealed that her changes weren't free (foreshadowed by the witch using her magic at a cost earlier in the story), and that the black-eyed man intended her to pay with her heart. The witch finally stands up for herself and calls him out on manipulating her, which jumpstarts the rest of the story wherein she must figure out how to reclaim the parts of her body that the black-eyed man has taken, and return to the village with her new attitude.


The major turning point, or Peripetieia, in the story is after the witch almost accidentally kills herself. She is bathing in a pond, in a daze after a strange conversation with the black-eyed man. The unicorn arrives early, and, embarrassed, the witch sinks down in the water so that only her eyes are exposed. Her eyes have been strange ever since she was turned into a cat, so when the unicorn notices them, he mistakes her for an alligator or some such beast. He kicks mud at her and runs off, spooked. The witch has a panic attack and forces herself down to the bottom of the pond so she can scream without disturbing the area and nearly drowns. It is after she regains consciousness that she decides pursuing the unicorn is no longer worth it. This is a big step for her. She finally puts her own wellbeing above somebody else's approval.