The entertainment industry constantly changes, as the pioneers of technology and storytelling propel it forwards. Most of us, however, are unaware of the magnitude of hard work and skill required to create the TV shows, films, video games and music that we enjoy. This is especially true for television and video games, which often have mammoth development and production teams. Taking two disparate examples; Bioware’s video game, Mass Effect: Andromeda and Hulu’s television series The Handmaid’s Tale, we see at once that what these works have in common is the magnitude of creative talent behind them. Mass Effect: Andromeda’s early stages of development began in 2012; the initial concepts pioneered by creative director Mac Walters and lead writers John Dombrow, Cathleen Rootsaert and Chris Schlerf (Petitte, 2018). After the initial concept was formed, a pitch document was created - then a full concept document. This document outlined the crucial details - the genre, description of gameplay, storyarc, target audience, platforms, estimated schedule and team requirements (Bates, 2004). From here the game moves into production, overseen by the Creative Director Mac Walters and Producers Fabrice Condominas, Mike Gamble and Fernando Melo. Mass Effect: Andromeda utilised …show more content…
An online, immersive, mock-training program was created specifically for the ‘Andromeda Initiative’ - fans and prospective buyers could then listen to recruitment pitches to understand what the in-game Initiative was, read the history of the Mass Effect universe if they hadn’t played the original series and watch mission briefings to see the type of gameplay the would be included (Bioware, 2018). BioWare also chose a small group of lucky ‘initiative recruits’ to take part in an astronaut training experience at the European Astronaut Centre (Mass Effect Official Website,
In the story, "The View of Me From Mars," Lee K. Abott writes a story about a father and son relationship. In this story the father realizes that he isn't perfect and tries to have his son cover up his own mistake. Lee K. Abott, though being subtle, makes it known, through the characters he uses, that a person can't believe everything he sees. The author successfully enlightens the reader with his use of point of view, characterization, and theme to make the reader feel sympathy and to give the story credibility.
With Halo 3 complete, Bungie - a company that started with just 3 programmers, an artist and a level designer - split it's now 130-person strong development team into two groups. One group worked on Halo 3: ODST, while the other started work on a project that would eventually become Reach. Headed by creative director Marcus Lehto, originally the art director on Halo 1 through 3, the team brainstormed ideas until they hit upon doing a prequel that takes place before the first game, Halo: Combat Evolved. According to Lehto, "Reach, as a fictional planet, was just a great candidate to play around with. It's such a rich world, with such a great fiction surrounding it."
George Lucas is a proclaimed god in the film industry. His experience spans decades and his movies span generations. He is one of the most known celebrities in the world. With a flashy net worth of over $4.2 billion, one wonders how a mere writer could acquire such wealth. To understand this, one must delve deep into Lucas’ past and analyze his first success and his early failures.
The first animated movie produced by Pixar, a famous space ranger named Buzz Light-year said, “To infinity and beyond!” and that is exactly where Pixar has taken the animation industry. The success of Pixar is duly noted worldwide and they remain a leader in the animation industry. The company reeled in more than 100 awards and nominations for their work on animated films, commercials, and technical contributions to the animation industry. The trials and triumphs of this company have earned it its spot as one of the leading animation companies in the entertainment industry today. With all this success it is hard to think it was almost over before it ever began. Pixar’s history of trials and triumphs starts with a group of men and their ideas that would revolutionize the entertainment industry.
Hollywood has always been considered as one of the crown jewels of the entertainment industry. A true powerhouse of western cinema with a myriad of productions, each successful in the art of storytelling, and the maker of numerous directors, producers, writers and actors. With a reputation such as that, it’s no surprise that Hollywood is not only a symbol of success but also a beacon of hope for any aspiring newcomer.
The television's new “golden age” is now upon us. As the internet continues to make filmmaking more accessible to public, Hollywood will continue being one of the biggest and greatest influences on today’s society and politics. It is much easier to create and share your ideas through film than ever before. Independent studios before, greatly expanding the number of debates and arguments people have access to. Never has the power to express yourself and your views through film been so great, and we are better off for it.
Call of Duty’s fourth installment “Call of Duty: Modern Warfare” was released in 2007 for the PC, PS3 and Xbox 360. At the time, nobody would have expected the game to get very far due to Halo’s reign over the FPS genre. However, to many people’s surprise, Modern Warfare took the market by storm, rivaling Halo. This was part due to Cod’s innovative multiplayer, which included multiple arcade-like features to keep players interested in playing for hours on end. Cod also appealed to many gamers and non-gamers by making gameplay an easy-to-play experience. This of course allowed thousands of inexperienced gamers to have fun playing Cod without the stress of a skill based multiplayer, such as Halo’s. Increasing in popularity, a new Cod installment was to be released every year following Modern Warfare to rake in the cash and to make the game’s reputation more prominent. This is how Cod became the juggernaut it is today.
The extensive mass of corporation executives encourage diversity in their policies. Though this may be true Latinos are still missing behind the camera as well. From the 2010 to 2013 time span, Latinos made up not one of the ranked top television show creators (“Latino Media Gap”, pg.3). Though, Latinos were ranked in the top 1.1% of producers, 2% of writers, and 4.1% of directors (“Latino Media Gap”, pg.3). In the top ten movie rankings, Latinos only made up for 2.3% of directors, 2.2% of producers, and 6% of writers (“Latino Media Gap”, pg.3). While absolutely no Latinos presently serve as studio managers, network presidents, or CEOs. Even in the top 53 television, radio, and studio media administrators, only one is Latina (“Latino Media Gap”, pg.3).
...anding as they arise. These training will be administered online and must be applied to all individuals with the department. Some individuals may not have the ability or be familiar with the use of computers in which the human resource department must accommodate accordingly in assuring that they complete the training. Six months after the initial training human resources must survey employees on their perceived outcome of the initiative.
Smith, Aaron. “Transmedia Storytelling in Television 2.0.Strategies for Developing Television Narratives Across Media Platforms” A discussable version of Aaron Smith’s thesis for Middlebury College. (2009) Web. 19 Mar. 2014.
It’s no question that genre is a very important factor in a screenwriter’s pursuit of creating a highly marketable film. Considering genre types in writing a script for an upcoming film is important to not only the target audience, but the technical characteristics of certain genres. Every film created is categorized into a specific genre based on elements of that genre type, as well as accompanied by technical aspects that classify a film as a specific genre type. Some films are finalized as purely one type of genre, while in other instances the film gains the classification of type different genre types. Sound, cinematography, mise-en-scene, editing, and narrative are the formal elements of film that help determine a final product into a genre class, or multiple genre classes. Yet even dwelling in the subcategories of major genre types, like science fiction or action, films also have the ability to shift genre within their screen time and not only be placed in a genre category but jump genre types as well. This is caused greatly by the blending of genre types that have elements that complement each other’s qualities well and can easily be transitioned from one type to the next. Where Ridley Scott’s Alien (1979) series prequel Prometheus (2012) began under the science fiction type genre and develops a gradual transition into horror, Joss Whedon and Drew Goddard’s Cabin in the Woods (2012) flips the two genres, beginning as a horror genre than transitions into a science fiction category.
The development of individual identity has long been scrutinized by scientists of all disciplines to determine the biological and cultural aspects of life which influence the creation of identity. The structure and agency debate within the social sciences was born from opinions considering the postmodernist social changes throughout history; and aims to determine the influential significance held by the structural institutions within a culture, compared to that which is obtained from social interactions and personal agency. Social structures within society range from the larger global structures; to the macrostructures or institutional organisations that govern certain aspects of the way we live, such as political, economic, and education systems; to the smaller microstructures of face-to-face interactions and behavioural patterns accepted within a society, such as etiquette and social norms (Furze et al 2012, p.5,6). Human identities are undeniably shaped by the social structures that govern the culture from which they belong. This essay aims to discuss the influences of structure and agency respectively, as well as the altering frameworks predetermined by social scientists during different historical periods, in an effort to assess the levels of influence that social structures and social interaction possess over establishing an identity in a cultural world.
One aspect of the creative industry that has remained the same throughout generations is the difficulty for artists to inject their work into popular culture. Utopian Plagiarism, Hypertextuality, and Electronic Cultural Production by Critical Art Ensemble (CAE) written in 1991 argues that “The Video revolution failed for two reasons – a lack of access and an absence of desire” (99) while artists from the documentary Press. Pause. Play. point out how easy access is to creative technology. The artists from PPP point out that it is much more difficult for good work to breakthrough into popular culture because there is so much of it. Comparing the arguments by CAE with the ideas in PPP reveals that artists breaking through into popular culture has always been difficult, but it is difficult today for different reasons than it used to be. For this reason, quality plagiarism is essential in the creative industry.
Kapell, A.M.and Lawrence, J.S (2006). Finding the force of the Star wars franchise: fans, merchandise, & critics. New York: Lang.
Offering the unique ability to visually and audibly convey a story, films remain a cornerstone in modern society. Combined with a viewer’s desire to escape the everyday parameters of life, and the excitement of enthralling themselves deep into another world, many people enjoy what films stand to offer. With the rising popularity of films across the world, the amount of film makers increases every day. Many technological innovations mark the advancement of film making, but the essential process remains the same. Pre-production accounts for everything taken place before any shooting occurs, followed by the actual production of the film, post-production will then consist of piecing the film together, and finally the film must reach an audience. Each step of this process contributes to the final product, and does so in a unique right. The process of film making will now start chronologically, stemming from the idea of the story, producing that story into a film, editing that footage together, and finally delivering that story to its viewers.