
After watching the completed 2 minute film my group produced, I feel very please and happy with how it has turned out. We decided to create an extract from a thriller/horror film. It is about a forensic and a detective standing over a body in the forest, and accounting how he died. Every time the forensic or detective says something about his death, (e.g. his fingers were broken here) there would be a quick flash back, to it actually happening to the victim. Much like the film Se7en and the CSI series. The extract we chose to produce would be at the very start of the film, and would immediately set up a definite plot for the rest of the film. We thought about many ideas along these lines, like criminals hiding a body or a police chase. But we thought this idea would create more of any impact, as the flashbacks would be very effective.
Our opening shot with the victim lying on the floor, and the forensic and detective standing over him was well thought through; we had to make the scene look like a real forensic area. We did this by putting number cards on various places in the scene and having the detective in a suit and the forensic in white overalls. It was crucial for us to get these costumes and the forensic materials, so when the scene began viewers were totally aware that it was a forensic crime scene. Otherwise it would have looked ridiculous. Between the detective and forensic we decided to have the victim, Charlie Roke, lying down, with his face turned away from the camera. We thought this would be more effective, making it seem more sinister. Being the sound director, I had to create new background sounds on the computer for this seen. As the original speech was obscured badly by the wind. I decided to create typical forest sounds in the background, for example, birds tweeting and a stream flowing. In fact, I tried to create this atmosphere all the way through the film, on the present day scenes.
In the fight scenes, inside the victim’s house it was very hard to edit out the buzzing noise of the camera, as so much of the sound was picked up because it was such a small room. This meant I had to take out all the original sound and speech and add various different sound tracks and voiceovers in place of these. Even though the amount of sound effects was so vast and there were so many of them, it was still very hard to find one specific sound effect for every sound in every scene, which we had. This meant I had to play around with the sound effects I had, for example playing them backwards or cutting out very small parts of them for the sound I wanted in the scene. I did this well in the indoor fight scene, cutting down the sound effects “walking up stairs” and “chopping wood”, and fitting them into the victim getting thrown off his chair and kicked in the head. The lighting was also dimmed a lot in the past tense scenes; this was because we wanted to make it clear to the viewer that this was the past tense, a flashback. During this seen we also put in an extreme close up, when he is being held at the throat. This is because we wanted to make it really serious, as you can see the pen pushing into the victims neck a lot, but you cannot see the faces of the victim or the attack, making it seem more sinister and eerie.
During the flashbacks which were outdoors, in the woods, I also had to add in background sound effects. But I chose to have the outside flashback scenes dominated by the “blast of wind” sound effect, this makes the scene seem even more dangerous and grim and adds to the tension of a kidnap and a murder that is about to happen. I also used it, simply as a major contrast between flashback, and present tense scenes, to make it clearer for the viewer.
We did not include the actual killing blow dealt to the victim. We thought this would be hard to do and if we did manage to do it, it wouldn’t be incredibly effective and might look a bit stupid. Instead we just shot the killer raising the murder weapon, and then the victim falling to the floor afterwards. This worked much better as in many psychological horrors, the actual blow or attack isn’t shown, only the aftermath.
Overall I am very pleased with how it turned out, I would love to be in charge of sound in future projects because it was very enjoyable and rewarding.





