This website is a personal hub to showcase myself, my creative works, and my professional development as a student at Ohio University's School of Media Arts & Studies. In it, you'll find many things I've studied and learned on my quest to become a professional video editor. It doesn't matter if I'm working on a team or on my own, I've proved time and time again I can finish the job with exemplary results.  

Monday, February 24, 2014

Touched by Time




Above is a video I helped make for the 24-Hour Shootout along with Michael Baker, Clay Hribar, Carly Maurer and Garret Mohler. We are Upstream Productions, and this is Touched by Time.

In this film, I mainly helped with cinematography, designing the logo, animating it, and editing certain segments: the title and credits sequences, as well as the time-travel effect (sound effect included).

Part of me wishes there would be more 48-hour shootouts so I can have more opportunities to have creativity explode in such a short time, but my sleep cycle says otherwise.

Thursday, February 13, 2014

These Songs Suck!

For an assignment, I had to analyze some songs, only these songs are universally accepted as a few of the worst songs of all time. Why do they suck? Let's drill down and find out...

(Also, if you're so inclined, you can click the links to each song title to listen to it. Proceed with caution.)

The Cheeky Song (Touch My Bum) by Cheeky Girls


Listening Phase 1 (Rhythm)

Source: A couple of synthesizers, as well as a computer-generated clapping sound. The vocals consist of two, slightly auto-tuned altos.

Time/Tempo Common time (4/4), 130 beats per minute

Groove The background music lacks personality. The only interesting thing about it is the bass driving it. People will dance to it… if they’re drunk.

Listening Phase 2 (Arrangement)

Instrumentation Mainly synthesizers, with the occasional drums.

Structure/Organization Starts with an introduction, then the first verse, then the chorus. Following the first chorus is a bridge, then a repeat of the first verse, then another bridge, and the last chorus.

Emotional Architecture The song’s architecture was stagnant. It kept the same beat, with no changes until the last bridge.

Listening Phase 3 (Sound Quality)

Balance

-       Height Typically low, especially considering that the two lead singers are probably altos (lower female vocal part.) Bass is apparent but isn’t very low. I definitely didn’t need my headphones to play the beat. The high-frequency parts were the treble synth and the bass synth. A narrow height, but par for the course for most pop songs.

-       Width The only time audio panning is used is during the cymbal hits preceding the chorus. Other than that, the song has the same width.

-       Depth There is four layers: The vocals, the treble synth, the bass synth, and the percussion.

Tuesday, February 11, 2014

Coverage: The Room

The movie's tagline asks: "Can you really trust anyone?" The only question you'll be asking yourself is "Should I have trusted the person who told me to watch this movie?"
Persistent Entertainment
SCRIPT COVERAGE

TITLE:  The Room
SETTING: San Francisco
AUTHOR:  Tommy Wiseau
PERIOD:  Present Day
PRODUCER:  Tommy Wiseau
ELEMENTS ATTACHED:
SUBMITTED BY:
SUBMITTED TO:
READ BY:  Darin Simokov
GENRE:  Drama
COVERAGE DATE: 
SUBMISSION DATE: 


EXCELLENT

VERY GOOD

GOOD

SO-SO

NOT GOOD

PLOT




X

CHARACTERS




X

DIALOGUE




X

STRUCTURE




X
COMMERCIAL APPEAL


X


RECOMMEND:
CONSIDER:  X
PASS: 

LOG LINE:  A San Francisco banker lives happily with his fiancĂ©e, who, unbeknownst to him, is cheating on him with his best friend.

SUMMARY: Johnny got engaged with Lisa an indeterminate time since the start of the movie’s plot. They’ve been living happily, with the occasional unexplained appearance of Denny, whom Johnny is his father figure (he’s even paying for Denny’s apartment and education). After suddenly deciding she no longer loves Johnny, Lisa seduces his best friend, Mark. Mark is initially shocked at the idea, but quickly falls victim to Lisa’s seductiveness. The newly-made lovers attempt to hide their infidelity from Johnny, while trying to keep their friendships together.


COMMENTS:  This movie is almost as confusing as the origins of its director, let’s not even get to where the money spent on this movie came from. After experiencing The Room, I feel convinced that the writer (who is also the director, producer, and the actor of the main character) is actually an alien who has an unrealistically loose grasp of human behavior.

Saturday, February 8, 2014

Section Two Opening Essay

The United States of America is a very individualistic society. We work and live for ourselves. We’d rather not have someone else’s name emblazoned on our work. Even when we fail, we understand that it’s not the fault of an invisible force, but the force of our own wrongdoings. When Elizabeth Gilbert, author of Eat, Pray, Love, suggests we should consider that there’s an external specter that controls our creative process, it’s unsurprising to see us scoffing at the idea.
George Lucas may not believe in this, but he does believe that films such as Star Wars can be powerful tools for educating people. He feels that people can relate to characters in movies, and can learn from them. But, in order to keep people engrossed, you need a decent, thought-provoking story. J.J. Abrams uses the sense of mystery to keep people watching. But it’s not only him. At his March 2007 TED talk, he lists off various ways the essence of mystery (or “mystery box”) is used in the fourth episode of Star Wars.
“Look at Star Wars. You got the droids; they meet the mysterious woman. Who's that? We don't know. Mystery box! You know? Then you meet Luke Skywalker. He gets the Droid, you see the holographic image. You learn, oh, it's a message, you know. She wants to, you know, find Obi Wan Kenobi. He's her only hope. But who the hell's Obi Wan Kenobi? Mystery box! So then you go and he meets Ben Kenobi. Ben Kenobi is Obi Wan Kenobi. Holy shit!” -J.J. Abrams, in his TED Talk The Mystery Box
Part of the reason viewers watch movies is because of how enticing the sense is not knowing, and finding out what’s next. Is Luke Skywalker going to destroy the Death Star? Who is Darth Vader? Why did Kenobi’s body disappear when he died? If you keep watching, you may find out. Along the way, you may even notice the many religious references in the movies. While movies have thrived on this essence, video games haven’t been so lucky.
While creative people try their best to create beautiful works, they aren’t good at everything. Daniel Floyd brings up many games that are great in every way except for having a decent, though-provoking story. Game designers craft sprawling worlds with exciting gameplay, but more often than not, video games fall short on story.
In the earliest of video games, stories were rare. Unlike today, that may have been more of a technical limitation. For example, the Magnavox Odyssey used plastic overlays that players put in front of their televisions because without them, they probably wouldn’t know what they were looking at, other than a series of dots. If you put up an overlay of an ice rink with hockey players, you were suddenly playing ice hockey, no explanation or story needed. These games did not embrace the sense of mystery. These games did not embrace story. They ignored them because they had no place in video games.
The aforementioned overlay for Hockey, released in 1972.
Nowadays, much has changed. What once took an entire cartridge fills a minute fraction of a disc. Computers have become so powerful, they can duplicate the functionality of older video game consoles through mere software. The severely limited color palette older developers had to work with has expanded almost infinitely. Yet, most games still don’t rely on story, like movies do. Instead, they focus on mere spectacle and fun. Those that do aren’t very enticing, and don’t have the same sense of mystery that directors like J.J. Abrams crave. This is starting to change, however. The developers of the multimillion-dollar video game franchise Call of Duty realized the importance of story and enlisted the help of Stephen Gaghan to write the single-player story. Story-driven “non-games” like Gone Home, The Wolf Among Us, and The Stanley Parable have exploded in popularity. The Walking Dead and The Last of Us turned stoic, mature men into emotional, sobbing heaps. When Floyd made his video on games and storytelling, most games weren’t story based. Thankfully, that’s about to change.
With this new emphasis on storytelling, videogames will have even greater potential to captivate us, and teach us new things. The video shown during the TED Talk Are Games Better Than Life? shows a future that’s about to be realized today. Now, you don’t have to be a veteran to realize why war is hell. You can stand beside your fellow brothers and fight for survival. With the advent of affordable virtual reality on the horizon, videogame experiences will become infinitely immersive. We’ll be able to experience things we would otherwise never dream of. Developers will make experiences that are impossible in real life. That’s when games will be better than life.
If we’re talking about art forms, it’d be daft to ignore music. Take Dan Ellsey for example. Who knew he could compose music? Before Tod Machover (TED Talk:  Tod Machover + Dan Ellsey: Inventing instruments that unlock new music) and his team at MIT developed Hyperscore, we would be none the wiser. Not only him, but thousands of kids have the ability to make music thanks to Hyperscore. As the Radiolab episode Musical Language reveals, children are more likely to have perfect pitch when they grow older. If we keep exposing more kids to music (and especially Hyperscore) earlier, we can essentially breed a new generation of talented musicians. They will be among the very best we’ve ever known: Mozart, Chopin, even Stevie Wonder all had it. If more people have perfect pitch, there’s a good chance that many of them could be even better musicians. Musicians who discover their inner genius before many others. People who go on to compose beautiful, award-winning works. And that, is music to my ears.

Saturday, February 1, 2014

On Interactivity

Do you believe it is possible to create a satisfactory interactive story that is not a game? Why or why not?


Video games are, in comparison to film and music, an immature medium. As Eric said in his Genres and Subtext lecture, many genres and gameplay models have yet to be discovered. The definition of a video game warps with every game released. In the early days of gaming, there was a vast emphasis on gameplay over story. Pong? Hell, it doesn’t even have a story. Other games, like Super Mario Bros. use story as a context for the world you’re playing in, as well as the motivation of the main characters. That's about it. King Koopa has captured the Princess, and it’s up to Mario and Luigi to save them. Not only that, but the King's used his Koopa magic to turn most of the Mushroom People into bricks, plants, and stones. Now, games like Bioshock Infinite have expansive stories, those that can’t be easily summarized in instruction manuals. While games of old want you to simply have fun, games of today want the gameplay to be a vehicle for the story (Not to say this wasn’t the case before. Ninja Gaiden was the first game on the Nintendo Entertainment System to have cutscenes, telling an elaborate story, for the time). Playing a game like Galatea, however, is completely different. It relies almost completely on story. Yet, it does rely on the same mechanics used by other text adventure games. You type commands into the program, which responds. This process repeats ad nauseam. Unlike most works of fiction, Galatea isn’t linear. You choose what you want to say or do. Through these choices, you can attain one of multiple endings. Despite the fact that Carolyn Handler Miller doesn’t classify it as a game, Galatea does have gaming elements, such as decision-making, multiple endings, and non-linearity.

As I discussed in my critique of The Walking Dead, so many different types of games exist that it’s harder than ever to define what a game truly is. The creator of Dys4ia describes her work as a game, but what you end up playing is an introspective experience of what it feels like to undergo hormone replacement therapy. But you interact with it, so it’s a game, right? Zork is an adventure that’s played just like Galatea. You can win, you can lose, you make choices and you have a score. So Zork is a game too, right? Really, there’s no widely accepted definition, a checklist of what makes a game. Is asking if you can make an interactive story that’s not a game the right question to ask? Just like any form of art, it is up to the artist to decide whether or not their work is a work of art. Can you make an interactive story that's not a game? There's no right answer. Just like beauty, art is in the eye of the beholder.


Dys4ia is an online Flash game that can be played here.

Galatea can be downloaded for free through this link.