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WS01 - Machinima: Rowan of Rin

The Arts, Media Arts, Years 3 and 4

By the end of Year 4, students describe use of elements, concepts and/or conventions in arts works they create and/or experience. They describe where, why and/or how arts works are created and presented across cultures, times and/or places, and/or other contexts. 

 

Students use arts knowledge and skills to create arts works in a range of forms that communicate ideas, perspectives and/or meaning. They present and/or perform their work in informal settings. 

By the end of Year 4, students describe the use of media languages and media technologies to construct representations in media arts works they experience and/or produce. They describe where, why and/or how media arts works are created and/or distributed across cultures, times, places, and/or other contexts. 

 

Students use media languages, and media technologies and production processes to construct representations in media arts works. They share their work in informal settings using responsible media practice. 

Creating and making

AC9AMA4C01

use media languages, media technologies and production processes to construct representations that communicate ideas, perspectives and/or meaning


Annotations

These annotations are interactive and link to a specific timestamp in the video. x
1

Uses a title page to introduce the narrative.

6 8 10 60
2

Demonstrates understanding of the machinima genre by using an invisible avatar as a “camera” to record action.

10 15 10 90
3

Narrates clearly to identify a key moment in the narrative. Reinforces narration with character action and controlled editing.

16 23 15 90
4

Uses technical sound effects appropriate to the action and narrative.

24 25 10 70
5

Uses a controlled fade to connect scenes and indicate the passage of time.

40 42 15 40
6

Uses a mid-shot to appropriately represent a key moment in the narrative.

56 63 10 90
7

Uses character positioning and movement to represent character interaction.

63 69 20 40
8

Designs and builds a story world using game program functionality and uses it to record footage with controlled editing.

70 73 30 80
9

Uses a low angle long shot from a character’s point of view to reinforce the narrative.

75 81 20 40
10

Creates emotive dialogue to indicate narrative conflict and establish character motivation.

94 99 15 40
11

Chooses appropriate lighting to convey location in the narrative.

102 108 30 40
12

Closes the narrative with a moment of celebration, completing the narrative arc.

116 120 15 40
13

Uses film conventions to create end credits.

120 135 15 40
Transcript

[Rowan] Oh no. The stream, it's dry. Strong Jonn, Strong Jonn! The water has dried up. Strong Jonn. The stream, it's dried up.

 

[Val] We must consult Sheba.

 

[Strong Jonn] Good idea.

 

[Rowan] Uh, I'm terrified of Sheba.

 

[Strong Jonn] Go fetch some cheeses. Maybe they will lighten her mood.

 

[Rowan] Oh no. What if I pick badly? Strong Jonn, but ...

 

[Strong Jonn] Don't question me, just get the cheese.

 

[Rowan] I can't do this, I'm hopeless. I'll never be the man my father was.

 

[Val] Boy. Put those cheeses in my lap.

 

[Rowan] What if I chose badly?

 

[Marlie] It's a map only Rowan can see.

 

[Rowan] We must use the ropes to climb the cliff face. Stop. Stop.

 

[Marlie] He's blubbering.

 

[Rowan] Oh. I'm getting braver. I haven't dropped out yet, and I'm having a feeling that they care.

 

[Aulln] I can't swim. You must go on. I will await your return, hopefully.

 

[Marlie] I hate cramped spaces. Good luck, Strong Jonn and Rowan of the Bukshah.

 

[Strong Jonn] Into the water.

 

[Rowan] Do it quickly, edge in. Get the bone out. Quickly. Come out. Go out.

 

[ Strong John ] Rowan of Rin! Rowan of the Bukshah!

1. Uses a cartoon style storyboard to demonstrate production processes – pre-production and narrative arc.

 

2. Uses storyboard conventions: indicates narrative using speech bubbles and shot type using screen shots, begins the narrative with an establishing shot to indicate location.

 

3. Builds locations for the narrative within the gaming software and uses them to communicate the narrative via screen captures in storyboard form.

 

4. Begins the narrative with an establishing shot to indicate location.

 

5. Establishes the beginning of the narrative arc by identifying the problem and challenge through speech bubbles.

 

6. Shows the setting for a key scene for narrative development.

 

7. Provides insight into character development via a dialogue summary.

 

8. Indicates action to be included in the shot to reinforce conflict.

 

9. Uses the wall to visually symbolise the challenge faced by the main characters and reinforce the narrative.

 

10. Indicates scene transition via dialogue.

 

11. Uses dialogue to communicate character.

 

12. Uses a range of different shots to communicate the rising action.

 

13. Indicates the key climactic scene.

 

14. Indicates the resolution of the narrative.