The document outlines Safa Hossain's production aim to create 20 key frames depicting issues faced by teenagers today. Specifically, the frames will tell the story of a 15-year-old girl named Sophia who suffers from obsessive compulsive disorder due to being bullied. The frames will show Sophia receiving text messages from an illusion named the "Games Master" and talking to a psychiatrist while playing board games. Technical elements from films like color symbolism and point-of-view shots will be incorporated to convey Sophia's isolation, trauma, and mental state. The overall focus is to represent challenges faced by teenagers and how bullying can have long-term psychological effects.
The document outlines Safa Hossain's production aim to create 20 key frames depicting issues faced by teenagers today. Specifically, the frames will tell the story of a 15-year-old girl named Sophia who suffers from obsessive compulsive disorder due to being bullied. The frames will show Sophia receiving text messages from an illusion named the "Games Master" and talking to a psychiatrist while playing board games. Technical elements from films like color symbolism and point-of-view shots will be incorporated to convey Sophia's isolation, trauma, and mental state. The overall focus is to represent challenges faced by teenagers and how bullying can have long-term psychological effects.
The document outlines Safa Hossain's production aim to create 20 key frames depicting issues faced by teenagers today. Specifically, the frames will tell the story of a 15-year-old girl named Sophia who suffers from obsessive compulsive disorder due to being bullied. The frames will show Sophia receiving text messages from an illusion named the "Games Master" and talking to a psychiatrist while playing board games. Technical elements from films like color symbolism and point-of-view shots will be incorporated to convey Sophia's isolation, trauma, and mental state. The overall focus is to represent challenges faced by teenagers and how bullying can have long-term psychological effects.
The document outlines Safa Hossain's production aim to create 20 key frames depicting issues faced by teenagers today. Specifically, the frames will tell the story of a 15-year-old girl named Sophia who suffers from obsessive compulsive disorder due to being bullied. The frames will show Sophia receiving text messages from an illusion named the "Games Master" and talking to a psychiatrist while playing board games. Technical elements from films like color symbolism and point-of-view shots will be incorporated to convey Sophia's isolation, trauma, and mental state. The overall focus is to represent challenges faced by teenagers and how bullying can have long-term psychological effects.
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Safa Hossain
Production Aim
I aim to produce twenty key frames as my production,
which reflect on my hypothesis of how teenagers are represented based on issues or discrimination in which they may face, as well as looking at how teenagers spend their time at school as well as their free time. I aim to present teenagers of a contemporary society through the study of my thesis which relates to the films in which I have explored in my extended piece of writing. For instance, Boyz N the Hood (1991), 10 Things I Hate About You (1999), Detachment (2011), Cyberbully (2011) and Submarine (2011). By analysing these films, I have seen the changes in the way teenagers are represented in the film industry based on the years the films have been released as well as the types of genres of the films. Teenagers in romantic comedy films during the early 90s are unrealistically stereotyped, such as female teenage girls main goal in the films are often seen as securing a handsome boyfriend. Whereas, the early 2000s realistically showcases teenagers within drama genres as they look at common issues in which they may face within modern society, such as being a bullied in high school and the high rates of suicide by teens. This is because society has begun to look at the reality of these types of issues teenagers may go through.
The idea in which I have come up with for my twenty key
frames is a 15-year-old girl who has obsessive compulsive disorder due to suffering a traumatic past of being a victim of bullying. The audience begin to witness Sophias illusion that she receives a text message from a person named the Games Master. In reality, the Games Master is her subconscious reminder of how she was bullied. The production follows with Sophia talking to a psychiatrist whilst playing a board game as she is addicted to playing games after experiencing being hurt by the punishable games in which Sophia had to play abide the bullys rules.
I aim to embody many of the technical elements that I
found when studying the films for my essay such as the Safa Hossain
film Detachment (2011) which uses colour to symbolise
meaning within props such as the black cupcake in which Meredith ate, the colour connotes death which made the audience instantly assume she is going to commit suicide. The colour black also reflects on anxiety and presents the pressure in which she faced that had led her to choose death over life. I also aim to incorporate point of view shots which is influenced by Robert Montgomerys film Lady in the Lake (1947) as it shows the main characters view point. My production will have a point of view shot of the manga book in which Sophia is reading, the coffee on the table to show that Sophia is concerned about why the Girl reaches out towards the coffee as well as a point of view shot of the dice being rolled to create tension and a sense of fear, suggesting that Sophia is traumatized from her bullied past. Moreover, I also intend to frame the protagonist in the centre of the shot when she is seen by herself, a style often seen in the hit TV show Mr Robot, similarly to its protagonist Eliot and my main protagonist Sophia , the framing is effective in showing how the characters is isolated physically and mentally , signalling negative vibes as the space surrounding the character depicts the concept of loneliness and not fitting into society.
Overall, my focus is to show issues that teenagers face in
society today in which films from the early 2000s begun to introduce. As well as showcasing how bullying can traumatize vulnerable teenagers who have been bullied. By telling the story of how Sophia becomes obsessive in playing games due to her traumatic past and how the Psychiatrist concludes that her trauma is the cause for her illusion as well as her obsessive compulsive disorder. Therefore, I will make sure micro elements are accurately presented in my twenty key frames.