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okay...One suggestion: If you want us to watch your movie, tell us something about your movie. Is it a comedy, a drama, a horror, a documentary? What's the dramatic premise? With a whole universe of content one click away, why should we spend our limited attention on yours? Intrigue us! Entice us!
I watched about 5 minutes but it's VERY slow - feels like it could/should have been 15 minutes max rather than 26 minutes.
The lighting where the young women are supposedly in the abandoned house is MUCH too bright and took me right out of the scene.
The sound isn't terrible - I've heard worse - but not great either. A bit fuzzy in spots, and some solid post production sound work
could have done more with sound effects.
I was half-expecting that you would reply as you did. I suggest that you have missed the point. I further suggest that this attitude toward promotion harms rather than helps build your audience. Why are you trying to dupe us into watching your movie, rather than trying to make us want to watch your movie?
Should be shadowy and dim, creepy not bright. I wanted squeaky floor boards, squeaking doors.by what you mean with 'much too bright' for an abandoned house
"Shadowy and dim", is the way you should make YOUR ghost story.Should be shadowy and dim, creepy not bright. I wanted squeaky floor boards, squeaking doors.
And re @The Lone Banana 's comment, without putting words in their mouth:
there's SO much content these days, no one is going to spend 26 minutes watching your short unless you really
pitch it well and give us a reason to give you our time. That may sound harsh, but it's true, and we all face the same issue.
The sound isn't terrible - I've heard worse - but not great either.
P.S. This version is without the original soundtrack, I tried to keep audio clean so dialogue could clearly be heard and scrutinized.
Yeah, you're behaving exactly the way I've seen eleventy-squillion other self-entitled amateurs. But you've done me a favour; I'm blocking you so I don't have to encounter you again. Speaking generously, I'm sure neither of us will be missing anything.
Thank you. SPOILERS ahead.I’m going to disagree. The sound quality (or lack thereof) completely took me out of the story. Not the singular distraction for me, but still.
And yes, post-production sound was desperately needed. But then there’s this:
Was this all on-camera mic? The last and worst place to put a mic for dialog. And if you have to strip away the music to make sure the dialog is intelligible, that says something about the dialog recording. As it is, DX is incredibly inconsistent based on proximity to the camera, and whether actors are facing the camera or have their backs to the camera. Again, distracting.
The missing soundtrack may help the energy and pacing, and it’s entirely possible that much of the dead space in the version posted here, doesn’t feel so dead. No pun intended. Of course, without some serious cleanup (or, dare I say, ADR) on the DX, making a cohesive mix may be extremely difficult.
I’m with Mara: I want to hear sound design. I want to hear the footsteps. I want to hear creaky floor boards. I want to hear the house moving as its own character.
Street traffic runs constant throughout the show, and it sounds exactly the same inside the house as outside. Inside, it should sound muffled by the walls, and much softer under the dialog. The other issue with this is that there’s no separation, not only between exterior and interior of the house, but of the tension of the story (such that it is). Treat them as separate realms. Keep the backgrounds subtle, almost imperceptible, inside the house to give that sense of entrapment and isolation. Backgrounds overall should be an element of sound design that isn’t overtly noticeable in the mix, but if muted from the mix, the absence is obvious. It’s a delicate line to tread.
It seems this upload was digitized from tape. There are glitches, both in picture and in sound. When the man in the black suit first walks into the attic, there’s a section where all the sound all comes from the right channel. That happens a few times. If this is a more recent ingest from tape, those glitches can often be fixed with another ingestion pass. These glitches are also distracting from the viewing experience.
Sound is half the picture, and making a movie sound like a movie requires more than just dialog as it was captured, and some music. It has to start with clean DX recording, but after that… post sound design and editing come from world building under the DX. Sound effects, Foley, backgrounds (ambient tracks), music/score… all of these things need time and attention, and the re-recording mix at the end has to ensure that all those pieces fit together. For a no-budget film on a short timeline, and especially if you’re doing all post yourself, you’re probably not going to get to as polished an end point, but you can get a good way toward that.
Aside from sound…
I made it 10 minutes in, and it was a struggle getting that far. I scrolled through the rest. Missing soundtrack aside, the pacing is slow and the acting is flat. The camera angles are flat, and the lighting (which I agree is too bright) is also flat. There was nothing, visually, to build tension where tension was needed.
It seems that much of this was shot with existing light, and occasionally some supplemental light was added. It was the latter that stuck out like a sore thumb. It leans toward tungsten, when everything else coming in was indirect daylight. The artificial light was harsh, subjects lit directly from the front, and at a competing Kelvin with the ambient light. For a house that’s supposed to have no electricity in the story, the use of artificial light conflicts with that idea, visually speaking.
Actors walking in front of blown-out windows expose shortcomings both in lighting and in the camera’s image capabilities. Typically, windows would be knocked down either by a covering of ND gel or by scrims or nets outside. If needed, artificial light is used to bring up the ambient level of the interior, allowing exposure to be pulled back as well.
Blooms from these windows just off-camera create haze in some shots that degrade the images, and this is where the lens needs to be flagged off to avoid such issues. But overall, the lighting was, as I said, flat; it was harsh, with no contrast, and the colors are all washed out. Negative fill can keep light from bouncing off walls onto the actors, increasing shadow and contrast. Yes, abandoned houses like that can be bright in real life, but narrative isn’t real life. You say the brightness inside is part of the story. Perhaps, but that doesn’t mean it can’t have some contrast and some emotion.
The basement scene? Marginally better, but the light often just looks like a light was pointed toward the actors, not very well motivated.
Shadows, contrast, dynamic range… these are critical elements of cinematography.
And last for this post, I have a hard time getting into narrative work when it looks like video (29.97/60i). 23.98 is what viewers are conditioned to recognize as “a movie”. I get that you shot on DVCam, but there were 24p DVCAM and miniDV cams out at that point.
Perhaps none of this is even relevant for a 20-year-old production, but you asked for feedback, good or bad. You say you’ve done indie features since this. Interested to see what your more recent work looks (and sounds) like.
Dude come on. That's the only house you could shoot in and the traffic noise became a problem.We also wanted to push the idea of the building being in the center of a busy small town, (at that time) we wanted to increase the sound of traffic, not diminish it and never pause it. Distracting? Yes, but that was kind of our goal at the time.