• Jean-Pierre Serra

    Member
    April 5, 2024 at 7:48 pm

    JP Serra’s Scene Requirements

    What I learned doing this assignment is that it’s of utmost importance to make sure that every scene contains all the elements of challenging situation, conflict, action and a finish that is different than start.

    Do PASS 1 and PASS 2 for each scene.

    TEASER

    EXT. FOREST TRAIL – NIGHT

    PASS 1:

    • Start: Jubilant return from mining.
    • Challenging Situation: A fallen tree and an injured “girl” block their way.
    • Conflict: Ambush by Grimlopes disguised as a ruse.
    • Action: The warriors draw weapons, engaging in combat to protect their gold, as the Grimlopes reveal themselves and the fight ensues.
    • Finish: Discovering Dusty and his wife are missing after the skirmish.

    PASS 2:
    The moon casts a soft glow over the forest trail as Urnek, Gunthor, Dusty, and his wife, their spirits buoyed by a successful mining expedition, jovially return home. Their laughter and the melodies of an Irish tune fill the night air until a seemingly insurmountable fallen tree obstructs their path. At the base of the tree, a Little Girl appears injured and helpless, drawing their immediate attention and concern.

    As the group cautiously approaches, intent on offering aid, the air suddenly thickens with tension. The “injured” girl transforms into Mash, a mischievous and malevolent Grimlope, marking the beginning of a well-orchestrated ambush. From the shadows, more Grimlopes emerge, encircling the miners.

    The peaceful night erupts into chaos. Urnek, Gunthor, and Dusty, realizing the gravity of their predicament, draw their weapons in defiance, ready to protect their hard-earned treasures. A fierce battle ensues, the clashing of swords and the shouts of men breaking the forest’s tranquility. Yet, in the heat of battle, a horrifying discovery is made: Dusty and his wife are nowhere to be found. A

    ACT 1

    INT. FORGE – DAY

    PASS 1:

    • Start: Ronan working in the forge.
    • Challenging Situation: A scout reports a mysterious threat.
    • Conflict: The village needs to be warned.
    • Action: Ronan instructs the scout to ring the alarm, but the scene focuses on his work.
    • Finish: Ronan prepares for battle, signaling a shift to defensive readiness.

    PASS 2:

    In the heart of the village, the forge’s fires burn brightly as Ronan, the master blacksmith, pounds at a piece of metal with determined strokes. Suddenly, the forge’s rhythmic sounds are interrupted by the hurried entrance of a scout, breathless and wide-eyed with urgency. “He’s coming down the mountain,” the scout reports.

    He instructs the scout to alert the village, then abandons his work, shifting from creation to preparation for combat, signaling a community on the brink of defense.

    EXT. BRIDGE, ONE MILE OUTSIDE STONEVALE VILLAGE – MORNING

    PASS 1:

    • Start: Two fishermen fishing peacefully.
    • Challenging Situation: Nayeli has to catch all those fish.
    • Conflict: Nayeli’s archery prowess outmatches the fishermen’s traditional methods.
    • Action: Nayeli impales multiple fish with arrows, contrasting with the fishermen’s slower pace.
    • Finish: Nayeli demonstrates her superior skill, leaving the fishermen in awe as she proceeds to the market.

    PASS 2:

    The serene waters near Stonevale Village ripple gently as two fishermen cast their lines into the river, hoping for a bountiful catch. Their morning tranquility is soon overshadowed by the swift and silent approach of Nayeli. Without disturbing the fishermen’s quiet solitude, she draws her bow, eyes fixed on the water.

    In one fluid motion, arrows fly from her bowstring, each finding its mark with precision as fish are plucked from the water and pinned to the riverbank. The fishermen, momentarily distracted by this unexpected display, watch in disbelief as Nayeli effortlessly outmatches their morning’s efforts in mere moments.

    As she retrieves her catch, the contrast between her skill and their traditional methods is stark. The fishermen, now fully aware of Nayeli’s prowess, can only look on in silent admiration as she gathers her bounty and heads towards the market.

    EXT. STONEVALE’S GATE – MORNING

    PASS 1:

    • Start: Nayeli approaches Stonevale’s gate.
    • Challenging Situation: The alarm causes panic.
    • Conflict: Nayeli, a stranger, is scrutinized and disarmed.
    • Action: Guards confiscate her bow and arrows and allow her inside.
    • Finish: Nayeli enters the village under a cloud of suspicion.

    PASS 2:

    Nayeli approaches the fortified gates of Stonevale, just as the alarm resounds, stirring panic. The fishermen scurry past her, easily admitted by the guards due to their familiar faces. Nayeli, marked as a stranger, is stopped; her bow and arrows are confiscated. With a heavy thud, the gates close behind her.

    EXT. STONEVALE WALLS – MORNING

    PASS 1:

    • Start: A Golem attacks the village.
    • Challenging Situation: The village’s defenses are tested.
    • Conflict: Urnek plays hero against protocol.
    • Action: Combat unfolds; Urnek charges ahead and is swatted down by the Golem.
    • Finish: The immediate threat is repelled, but Urnek’s injury raises concerns about heroism and recklessness.

    PASS 2:

    As dawn breaks over Stonevale, a monstrous Golem, born from earth and dark magics, begins its relentless assault on the village walls. The villagers, roused from their homes, watch in horror as this behemoth of stone and malice advances. Among them, Ronan and Mirelle stand ready, an unlikely duo brought together by the dire circumstances.

    Urnek, with a warrior’s heart and an impulsive spirit, sees this as his moment to shine. Ignoring the calls for caution, he rushes forward, a lone figure against a towering adversary. His bravery, though admirable, is quickly met with the Golem’s overpowering strength. A swift, powerful blow sends him crashing to the ground.

    The battle rages on, but with Urnek’s fall, the village’s resolve hardens. Ronan and Mirelle, through a combination of craft and arcane prowess, manage to turn the tide, repelling the Golem’s attack.

    ACT 2

    EXT. PUBLIC MARKET – MORNING

    PASS 1:

    • Start: Nayeli sells fish in the market.
    • Challenging Situation: Nayeli is underpaid due to the trader’s gift.
    • Conflict: Nayeli manages to sell all but one fish, despite being underpaid.
    • Action: Nayeli, undeterred, makes her sales, saving one last fish for Ben.
    • Finish: Nayeli’s resilience and kindness are highlighted as she navigates the marketplace.

    PASS 2:

    Nayeli stands at the heart of Stonevale’s bustling morning market, her catch of fish attracting the attention of passersby and merchants alike. She engages with a sly trader, known for his crafty dealings, who praises her skills while simultaneously underpaying for her bountiful catch. Nayeli, aware yet unfazed by the unfair transaction, continues to sell her fish.

    As the morning wears on, Nayeli finds herself with a single fish left. Spotting Ben, a young boy with wide, hopeful eyes, she hands him the last fish. The boy flees with his newfound treasure without saying thank you.

    EXT. CANNON SITE – MORNING

    PASS 1:

    EXT. CANNON SITE – MORNING

    • Start: Ronan works on an automatic cannon.
    • Challenging Situation: A playful attack leads to chaos.
    • Conflict: The discovery of a mysterious oil that animates metal.
    • Action: Cannonballs become animated by the oil, creating havoc as Ronan attempts to contain it.
    • Finish: The oil’s dangerous potential is unveiled, introducing new threats and possibilities.

    PASS 2:

    Ronan’s work on a massive cannon is disrupted by a playful skirmish with Urnek, leading to an accidental discovery of a mysterious oil that animates metal. This chaotic revelation opens the door to unforeseen dangers and the vast potential of their discovery.

    ACT 3

    EXT. ELEMENTARY SCHOOL – DAY

    PASS 1:

    • Start: Children pour out of the school on the last day before summer.
    • Challenging Situation: Cody shares Urnek’s heroics.
    • Conflict: Cody’s fascination with heroism contrasts Ronan’s practicality.
    • Action: Cody enthusiastically recounts the tale, emphasizing Urnek’s bravery.
    • Finish: Their walk past Mirelle’s tower underscores the magic-versus-tradition divide.

    PASS 2:

    The final bell rings, heralding the start of summer as children burst from the elementary school with unrestrained joy. Amidst this scene of youthful exuberance, Cody finds his father, Ronan, waiting. Together, they begin their walk home through the village’s lively streets. Cody bubbles with excitement, recounting Urnek’s valiant efforts against the Golem, his admiration for the warrior’s bravery palpable in his animated retelling.

    Ronan listens, a smile playing on his lips, yet his eyes betray a hint of concern. The tale of heroism sparks a silent contemplation within him about the virtues of bravery versus the necessity of wisdom and caution. As they pass by Mirelle’s towering abode, a symbol of magic and mystery within the village, the unspoken divide between Ronan’s reliance on tradition and the untapped potential of magic that Cody finds so fascinating becomes all the more evident.

    EXT. MIRELLE’S TOWER – DAY

    PASS 1:

    • Start: Mirelle receives a child’s drawing.
    • Challenging Situation: The drawing depicts her negatively.
    • Conflict: Mirelle’s isolation versus the village’s fear.
    • Action: Mirelle’s facial expression shifts from anticipation to sadness upon seeing the drawing.
    • Finish: Mirelle contemplates her place in a village that misunderstands her.

    Mirelle is confronted with a drawing from a child that cruelly depicts her as a witch, highlighting her isolation and the village’s fear. This moment of personal hurt reflects the broader misunderstanding and prejudices she faces within Stonevale.

    INT. RONAN’S FORGE – DAY

    PASS 1:

    • Start: Ronan and Cody discuss Cody’s future.
    • Challenging Situation: Cody wants to give away his toys because he’s outgrown them.
    • Conflict: Cody is not motivated to follow his father’s footsteps.
    • Action: Cody sets aside a toy, indicating his decision to forge his own path.
    • Finish: A rift between father and son emerges, highlighting a change in their relationship.

    PASS 2:

    Inside the forge, where the heat of the fire meets the cool resolve of the blacksmith, Ronan and Cody engage in a pivotal conversation about the future. Cody, standing amidst the remnants of his childhood, expresses a mature, thoughtful desire to give away his toys, symbolizing his readiness to leave childhood behind.

    When mentioning the ceremony organized for Cody’s 12th birthday, the day he will officially become an artisan, his lack of motivation worries Ronan.

    INT. RONAN’S FORGE – NIGHT

    PASS 1:

    • Start: Experiments with the animate oil.
    • Challenging Situation: Creation of a living metal beetle.
    • Conflict: Fear of the unknown against the allure of discovery.
    • Action: The beetle comes to life and moves, causing Ronan to step back in alarm.
    • Finish: Ronan destroys the beetle and forbids further experiments, marking a clear stance against the unknown.

    PASS 2:

    Ronan shows Mirelle the animate oil. Her experiment culminates in the animation of a metal beetle, a gift Ronan had give his late wife, a marvel of movement and life sparked from inanimate metal.

    The beetle flies across the forge. Ronan, faced with the undeniable reality of their creation, makes a swift decision. With a decisive movement, he crushes the beetle, extinguishing the life they had just sparked. His proclamation against further experimentation echoes in the forge, a line drawn firmly in the sand.

    ACT 4

    INT. NAYELI’S TENT – EVENING

    PASS 1:

    • Start: Nayeli sets up her tent by herself.
    • Challenging Situation: Sharing a meal and stories.
    • Conflict: Nayeli’s growing connection to Stonevale’s struggles.
    • Action: The fire casts shadows as Ben shares his story, Nayeli listens intently.
    • Finish: Nayeli becomes more intertwined with the village’s destiny.

    PASS 2:

    Under the cloak of evening, Nayeli meticulously sets up her tent at the edge of Stonevale. The solitude of her task contrasts sharply with the camaraderie that soon unfolds as she and Ben, a boy with stories beyond his years, sit by a campfire that crackles with life and warmth.

    As they share a simple meal, the ambient glow of the fire illuminates their faces, creating an intimate setting for storytelling. Ben, encouraged by Nayeli’s attentive silence, recounts the harrowing tale of his parents’ abduction by Grimlopes. Nayeli has so many questions for him about the secrets of the town.

    INT. COUNCIL ROOM – EVENING

    PASS 1:

    • Start: The Ten Elders meet to discuss the village’s defense.
    • Challenging Situation: A bat spies unnoticed.
    • Conflict: Planning under the shadow of an unseen threat.
    • Action: Elders discuss over maps, unaware of the bat above.
    • Finish: The decision to strengthen security around the mineworkers is made, attempting to fortify against unseen dangers.

    PASS 2:

    In the solemn quietude of the council room, the ten elders of Stonevale gather around an ancient table littered with maps and scrolls. The gravity of their discussion, focused on fortifying the village against the looming threats, is palpable in the air, thick with the responsibility they bear.

    The elders, deep in debate, resolve to bolster the defenses around the mineworkers, a critical juncture in their efforts to protect Stonevale. Yet, their unawareness of the bat’s silent vigil speaks to the vulnerability that shadows their best-laid plans.

    INT. DRUID’S CHAMBER – EVENING

    PASS 1:

    • Start: Sylvanor plots with his Grimlopes.
    • Challenging Situation: Planning a massive attack.
    • Conflict: Sylvanor’s ambition versus the village’s defense.
    • Action: Sylvanor gestures over a map, his grim intentions clear.
    • Finish: Sylvanor sets his plan to attack Stonevale in 7 days, escalating the narrative tension.

    PASS 2:

    In the dimly lit confines of the druid’s chamber, Sylvanor, with a countenance carved from malice and ambition, convenes with his loyal Grimlopes, Torgan and Mash. The chamber, a sanctum of dark plans and darker magics, echoes with their conspiratorial tones. Sylvanor unfurls a detailed map of Stonevale, his finger tracing the paths of invasion, his eyes alight with the fire of impending conquest. In seven days, he vows, Stonevale will come under the shadow of his might.

    ACT 5

    EXT. GATE – NIGHT

    PASS 1:

    • Start: Ronan, Cody, and the artisans hold a pre-ceremony.
    • Challenging Situation: Cody faces receiving his gift and curse at 12.
    • Conflict: The imminent restriction on Cody’s freedom.
    • Action: Ronan offers reassurance and support to Cody amidst the ceremonial preparations.
    • Finish: Cody faces a future confined to the village, underlining the gravity of their traditions and the personal impact on Cody’s life.

    PASS 2:

    The night of Cody’s twelfth birthday brings a solemn and age-old tradition to life in the shadow of Stonevale’s imposing gate. The village gathers in a semi-circle, a collective breath held in anticipation, as Ronan, Cody, and the esteemed artisans stand at the forefront of this ancestral ceremony. The gate, usually a symbol of protection and boundary, tonight marks the threshold of Cody’s transition from childhood to the responsibilities waiting on the cusp of his twelfth year.

    With the first stars of the evening as their witness, Cody is given the honor to step outside the village gate one final time as a child.

    As Cody returns, crossing back into the village, the gate closes behind him with a resonant thud. Ronan places a reassuring hand on Cody’s shoulder, a silent promise of protection and guidance in the years to come. Cody, now on the brink of receiving his gift and curse, stands poised between the joy of the moment and the somber reality of his future within Stonevale’s walls.

    INT. SORCERESS TOWER – NIGHT

    PASS 1:

    • Start: Mirelle embarks on a bold experiment.
    • Challenging Situation: Using the oil to animate Cody’s toys.
    • Conflict: Mirelle’s desire for a connection clashes with ethical dilemmas.
    • Action: Toys stir to life, a testament to Mirelle’s powerful magic.
    • Finish: The experiment suggests future moral quandaries and potential alliances, amid a blend of awe and somberness.

    PASS 2:

    As night shrouds the sorceress tower, Mirelle delves into a daring venture. Her workshop, cluttered with ancient tomes and arcane artifacts, becomes the crucible for a groundbreaking experiment. At the heart of her endeavor lies a collection of Cody’s discarded toys and a vial of the mysterious, animate oil, their fates intertwined by her ambitious spellcraft.

    With a steady hand and a whispered incantation, Mirelle drips the silver oil onto an inert toy. Moments pass, heavy with anticipation, before the magic takes hold. The toy begins to move, imbued with a semblance of life that is both miraculous and unsettling. Mirelle watches, a spark of joy at the sight of her ‘child’ moving, yet shadowed by the deeper, ethical implications of her actions.

  • Moses Quainoo

    Member
    April 19, 2024 at 6:53 pm

    BWTV-AI MOD 3 – LESSON 11: OUTLINE REQUIREMENTS

    Moses Quainoo


    ASSIGNMENT

    1. PASS 1: For each scene in your Beat Sheet, answer the following questions to create your scene requirements:

  • Start:
  • Challenging Situation:
  • Conflict:
  • Action:
  • Finish:
  • 2. PASS 2: Then turn that into a full description. It will look like this:

    INT. LOCATION – DAY

    Full description here.

  • Start:
  • Challenging Situation:
  • Conflict:
  • Action:
  • Finish:

  • Teaser

    Pass 1: Determine the Scene Requirements

    1. Start:

    SKYY LAR embarks on a peaceful solo flight above the London Eye.

    2. Challenging Situation:

    A Peregrine Falcon equipped with a high-tech device appears unexpectedly.

    3. Conflict:

    The Falcon, sent by the Beauty Industry, targets SKYY LAR, the leader of the Rebellion.

    4. Action:

    An intense aerial battle ensues between SKYY LAR and the Falcon. SKYY LAR dodges bridges and boats on the Thames. Maneuvers and close calls around city buildings and the architectural landmarks of London. The Falcon executes precise and aggressive movements.

    5. Finish:

    After a strategic move, SKYY LAR strikes the Falcon with its prosthetic leg. The Falcon, now partially blinded, chases SKYY LAR through the bustling city until it collides against an oncoming car, watched by EMMA from the ground.


    Pass 2: Turn Scene Requirements into Description

    Start:
    SKYY LAR soars above the River Thames, its wings spread wide, reveling in the freedom of flight. The prosthetic leg points backward. A beautiful sunrise casts a golden glow over the London Eye.

    Challenging Situation:
    A sharp silhouette slices through the air above. A Peregrine Falcon, sleek and menacing, equipped with a barely visible technological device, dives towards SKYY LAR. The device glints under the early morning sun.

    Conflict:
    The Falcon, a precision-engineered assassin sent by the Beauty Industry, locks its sights on SKYY LAR. Its mission: to eliminate the rebellious leader who poses a significant threat to their operations. SKYY LAR senses the impending danger and braces for a confrontation.

    Action:
    A breathtaking chase unfolds. SKYY LAR dodges bridges and boats on the River Thames. Weaves through the complex cityscape and buildings, with the Falcon in hot pursuit, executing precise and aggressive movements. Their shadows dart over the glistening waters of the Thames, brushing past the spinning London Eye and weaving through the narrow alleys and towering skyscrapers of the city.

    Finish:
    In a desperate bid for survival, SKYY LAR performs a daring maneuver. With precise timing, it swings its body, striking the Falcon’s eye with its robust prosthetic leg. Temporarily blinded and disoriented, the Falcon screeches in pain and confusion. It blindly pursues SKYY LAR across the busy streets, unaware of the approaching danger. EMMA witnesses the aerial battle from the ground and gasps as the Falcon, unable to see the oncoming car, is struck down. The Falcon crumples on the street, dazed and alive, as SKYY LAR escapes into the safety of the city’s skyline and lands on a nearby rooftop. Shaken and alive. Standers and passersby react to the bizarre events. A City council street cleaner is assigned to that beat and calls his boss to come to pick up a dazed Falcon.

    Act 1

    Pass 1: Determine the Scene Requirements for the Teaser Scene

    1. Start:

    2. Challenging Situation:

    3. Conflict:

    4. Action:

    5. Finish:

    Pass 2: Turn Scene Requirements into Description


    Act 2

    Pass 1: Determine the Scene Requirements for the Teaser Scene

    1. Start:

    2. Challenging Situation:

    3. Conflict:

    4. Action:

    5. Finish:


    Pass 2: Turn Scene Requirements into Description


    Act 3

    Pass 1: Determine the Scene Requirements for the Teaser Scene

    1. Start:

    2. Challenging Situation:

    3. Conflict:

    4. Action:

    5. Finish:


    Pass 2: Turn Scene Requirements into Description


    Act 4

    Pass 1: Determine the Scene Requirements for the Teaser Scene

    1. Start:

    2. Challenging Situation:

    3. Conflict:

    4. Action:

    5. Finish:


    Pass 2: Turn Scene Requirements into Description


    Act 5

    Pass 1: Determine the Scene Requirements for the Teaser Scene

    1. Start:

    2. Challenging Situation:

    3. Conflict:

    4. Action:

    5. Finish:


    Pass 2: Turn Scene Requirements into Description

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