Unexpected Places for Finding Your Next Monologue

Whether you act primarily in theatre or on camera, there will come a time when you are asked to perform a monologue. Instead of dusting off that old piece you’ve been performing for years, or turning to a book of monologues that every other actor you’re up against is also clutching, why not look for something fresh? Not only will it be more engaging for you, but an unexpected monologue will be more likely to impress and delight that important casting director or agent.

How to avoid the expected:

Of course there are no hard and fast rules in auditioning — what works for one actor, casting director, agent, and so on, will likely vary vastly. But in general, it’s probably a good idea to steer clear of overdone monologues. If the person you’re auditioning for starts mouthing the words with you, it may prove disheartening.

So perhaps you might check in with the lists of overdone monologues at MonologueAudition.com, before you commit.

Look to your favorite films:

Sometimes actors pick monologues that are overdone because they feel like only a classic scene will prove one’s talents. But pretty much every movie has a scene when someone talks for a minute or two — and that’s a monologue. It’s often an important moment in the story when the character is wanting something desperately from the other character and in the process they reveal their most private feelings.

We often don’t notice monologues as such because they are in the context of conversation. If the conversation is interesting, you’ll not notice that one person has had center stage for a minute or two. Try it! Watch any movie you love, and pay attention to the key scenes. There will likely be a monologue in there!

And never fear, if the interlocutor interjects with an “mm hmm,” or “right on,” you can just accept that kind of encouragement as nonverbal, or simply cut it out completely.

So the first thing to remember is that monologues can be buried in plain sight, and the second thing to remember is that you can often find a good one simply by doing a little editing.

Don’t limit yourself to plays and screenplays:

In this persuasive article called Why You Should Have 20 Monologues, Karen Kohlhaas offers some examples of unexpected places to look for monologues — including interviews with famous writers, artists, astronauts, or even everyday people who might be in the news or interviewed over the course of a documentary. But she reminds us, “Make sure you end up with a clear beginning, middle, climax and end.”

Importantly, Kohlhaas urges actors to embrace the challenge. “Looking to someone else to choose material for them puts actors in a passive position — which they are in too often in this business!”

It might take a little more work to look for monologues outside the monologue sites and books, and to do a little editing to make them right, but the process will likely make that monologue meaningful for you and special for your audience.

In what unexpected places have you found your best monologues? Let us know in the comments below! Ready to learn more about acting? Enroll at the New York Film Academy’s Acting School today.

4 Prototypes That Will Help You Survive The Road Towards a Successful Game

By Felipe Lara – Instructor, New York Film Academy Game Design

If you have led a team in the development of a new game, you probably felt at some point like the clown in the illustration above: trying to entertain people, while juggling 10 things at the same time, trying to navigate through a flimsy thin line without falling, and pulling your team along for the ride.

The fact is that making games is risky business. There is no way around this, but prototyping the right things will help you reduce risk greatly.

The main risk is of course figuring out what game you should build – what combination of game mechanics, compelling art, storytelling, and social will attract players and keep them engaged long-term. But this major risk is composed of many smaller risks: Do your game mechanics engage players? Does your game run smoothly in the delivering platform? Does your game stand out from the competition?

Although there is no way to getting rid of all risk, you can reduce and keep your risks in check before too many of them pile up and bog down your game.

This process of figuring out what product we should build is what is called product discovery. In the last few years, new methodologies have emerged that have changed the way we look at this process: lean startup, design thinking, rapid prototyping, user-centered development. These all utilize prototyping and user-testing as essential tools to help us learn what is the right product to build, how to connect with our users, and reach our goals. For a big picture view of product discovery I recommend this presentation by Teresa Torres, a coach and consultant who helps companies figure out how to build the right products.

I want to focus on 4 prototypes that will help you create a game with long-term engagement and growth. I talked in previous articles how successful games and experiences need to go through four steps: first stand out, then connect with players at an emotional level, then engage them so you can keep them for longer time, and finally get them to help you grow. Each of these steps has at least one major risk:

  • Is your game going to stand out in the crowd?
  • Will players who see your game care about trying it out?
  • Will your mechanics keep them engaged?
  • Will they talk about your game with their friends and recommend it?

The 4 prototypes below will help you validate potential solutions to overcome each of these steps:

1. Concept Art.

It might sound strange to list concept art as a prototype, but the right concept art can be a very useful tool to test two of the foundations of a successful game: how to stand out and how to connect emotionally with your target players.

In reality, players do not connect to games and experiences exactly because of the art itself, but rather because of the attitudes and points of view that the art reflects which resonate with them. Art alone will not sustain players’ interest; the “cool look” factor wears off quickly and needs to be accompanied by game mechanics and stories that continue reinforcing the points of view and theme that got players’ attention in the first place.

However, art is the easiest way to explore and start testing which themes resonate with your target players and which ones don’t. Finding the right theme and the right representation of it, will take you a long way towards standing out and connecting quickly with your players.

2. Core loop.

Having a core loop that does not engage players is probably your highest risk — and one of the most common causes of failure.

All games have a core set of activities that the player repeats over and over to advance through the game. These repeatable activities are usually called loops, and are the engine that keeps the player’s interest going. If this core loop does not keep the players’ and fulfill at least some of their initial expectations, they will quit and your game will be like a leaky bucket that needs to be refilled with new players constantly.

Needless to say, it is much harder to reach any success with a leaky bucket. I have seen many developers trying to add more and more features to their games, hoping that these features will cover the hole in their leaky core loop. The problem is that more features rarely solve the problem, and fixing the core loop is much more complicated and expensive once it is interconnected to a bunch of secondary features. In the end, they would have been better off if they had taken care of their core loop before adding a bunch of smoke and mirrors.

Prototype your core-loop and make sure it works before trying to add more features!

3. On-boarding experience.

Once you have an engaging core loop, you need to make sure that players get to it. This means that the onboarding experience — the time since your players first start playing your game until the time they get to the core loop — needs to be as smooth and engaging as possible.

Having an engaging core loop won’t help if players quit the game before getting to it. Prototype and test your onboarding experience.

4. Social loop.

There is a sequence of social activities that happen around games that go viral or form a strong player community: players are compelled to share the game or the results of the game with their friends, which in turn are compelled to start playing the game and tell other friends about it.

These activities are sometimes structured as part of the game mechanics inside the game, like in “Clash Royale,” where the core mechanics of the game involve playing with other players, joining clans, etc. But social loops can also happen outside of the game itself. In games like “Minecraft” or “Little Big Planet,” players create their own content and share it in forums and social networks, and although these activities happen outside of the game, they effectively promote the game to others.

Social loops outside of the game are harder to measure, but even looking at number of social media posts and likes can veer you in the right direction. If you care about having a game that can grow its user base organically without a highly expensive marketing campaign, you need to prototype and test your social loops.

Conclusion

Risk is part of the thrill of making new games and experiences, but building the right prototypes at the right time can help you keep your risks in check before they get out of hand and you fall into the sharks.

The 4 prototypes above are important because they help you test and validate how your game will engage players, but they are not the only ones. In the end, prototyping is about mitigating risks and the general rule is that you need to build the prototypes that tackle your higher risks first; this could be more related to the technology, or to your business model, depending on what you are innovating on.

What prototypes do you consider the most important ones? Let me know in the comments.

Learn more about game design at the New York Film Academy Game Design School.

Our 2018 BAFTA Predictions

While the Oscars are still a few weeks away, the 71st British Academy Film Awards are finally upon us. The ceremony will be hosted by Absolutely Fabulous star Joanna Lumley on February 18, at London’s famed Royal Albert Hall.

The BAFTAs are one of the major award shows of the season. Because so many actresses, actors, and filmmakers come from the United Kingdom, the nominations and winners often overlap with many of the Golden Globe and Oscar categories. However, because the Academy is made up of different voters, sometimes the results can be wildly different.

Here then are the nominees for some of the major categories, along with our best guesses at who will be taking home the BAFTA award bronze mask statue this weekend — though like always, anything can happen.

The BAFTA Award
Leading Actress
Annett Bening – Film Stars Don’t Die in Liverpool
Frances McDormand – Three Billboards Outside Ebbing, Missouri
Margot Robbie – I, Tonya
Sally Hawkins – The Shape of Water
Our Predicted WINNER: Saoirse Ronan – Lady Bird

While Margot Robbie is considered the favorite for the Oscar in this category due to her stellar performance in the wildly enjoyable I, Tonya — the story of Tonya Harding and Nancy Kerrigan isn’t as much of a cultural milestone outside of the United States. This may give the edge to Irish actress Saoirse Ronan, star of Lady Bird, a film with near perfect critical acclaim.

Leading Actor
Daniel Day-Lewis – Phantom Thread
Daniel Kayluuya – Get Out
Jamie Bell – Film Stars Don’t Die in Liverpool
Timothee Chalamet – Call Me by Your Name
Our Predicted WINNER: Gary Oldman – Darkest Hour

It’s hard to bet against Daniel Day-Lewis, especially in a thoroughly British role that may also be his last. But Winston Churchill is about as legendary as you can get in Great Britain, and Oldman’s performance as the Prime Minister in his finest moments has already won several awards.


Supporting Actress

Allison Janney – I, Tonya
Kristin Scott Thomas – Darkest Hour
Laurie Metcalfe – Lady Bird
Octavia Spencer – The Shape of Water
Our Predicted WINNER: Lesley Manville – Phantom Thread

While Day-Lewis may not win, his co-star Lesley Manville certainly has a good shot just for being able to go head-to-head with him in several scenes, matching his intensity and emotional subtlety every time.

Phantom Thread
Lesley Manville in Phantom Thread

Supporting Actor
Christopher Plummer – All the Money in the World
Hugh Grant – Paddington 2
Willem Dafoe – The Florida Project
Woody Harrelson – Three Billboards Outside Ebbing, Missouri
Our Predicted WINNER: Sam Rockwell – Three Billboards Outside Ebbing, Missouri

There’s a lot of momentum behind Sam Rockwell this season for his complex performance as a bigoted cop in Three Billboards Outside Ebbing, Missouri. That momentum might be too much for any of the other very talented actors in this category, including co-star Woody Harrelson.


EE Rising Star Award

Daniel Kaluuya
Florence Pugh
Josh O’Connor
Timothee Chalamet
Our Predicted WINNER: Tessa Thompson

Daniel Kaluuya made a huge splash with his haunting starring role in Get Out, but we’ve got to give the edge to Tessa Thompson, the talented American actress who is quickly becoming an A-list movie star thanks to her scene-stealing performance in Thor: Ragnarok.

Tessa Thompson
Tessa Thompson

Editing
Baby Driver – Jonathan Amos, Paul Machliss
Blade Runner 2049 – Joe Walker
The Shape Of Water – Sidney Wolinsky
Three Billboards Outside Ebbing, Missouri – Jon Gregory
Our Predicted WINNER: Dunkirk – Lee Smith

The editing in all of this year’s nominees was impressive, but Dunkirk’s style was a crucial part of the narrative — telling the evacuation of Dunkirk in three distinct timelines cut back-and-forth. The epic World War II film will probably come away with at least one award this weekend, and odds are it’ll be this one.


Special Visual Effects

Blade Runner 2049
Dunkirk
Star Wars: The Last Jedi
War For The Planet Of The Apes
Our Predicted WINNER: The Shape Of Water

The Shape of Water is essentially a classic romance tale, except one of the romantic leads is a computer generated seven-foot fish creature. By making the character not only believable but emotionally relatable, the special effects team for The Shape of Water more than proved they’re worthy of this year’s award.


Cinematography

Blade Runner 2049 – Roger Deakins
Darkest Hour – Bruno Delbonnel
Dunkirk – Hoyte van Hoytema
Three Billboards Outside Ebbing, Missouri – Ben Davis
Our Predicted WINNER: The Shape Of Water – Dan Laustsen

Blade Runner 2049 is a dark horse in both the Special Effects and Cinematography categories for its fully realized portrayal of a near-future America, but The Shape of Water will probably come ahead in both. The film is a visual marvel in multiple ways, and slides between multiple styles and genres with ease.


Adapted Screenplay

Armando Iannucci, Ian Martin & David Schneider – The Death Of Stalin
Matt Greenhalgh – Film Stars Don’t Die In Liverpool
Aaron Sorkin – Molly’s Game
Simon Farnaby & Paul King – Paddington 2
Our Predicted WINNER: James Ivory – Call Me By Your Name

Paddington 2 is a smash success and both Aaron Sorkin and Armando Iannucci are screenwriting legends, but Call Me By Your Name manages to adapt the 2007 novel of the same name in a way that preserves all its raw emotion that audiences can’t help but be affected by.


Original Screenplay

Jordan Peele – Get Out
Steven Rogers – I, Tonya
Guillermo del Toro – The Shape Of Water
Martin McDonagh – Three Billboards Outside Ebbing, Missouri
Our Predicted WINNER: Greta Gerwig – Lady Bird

Gerwig is making history as only the fifth woman nominated for a Best Director Oscar, and her film Lady Bird is easily considered one of the best of the year. It’s had a tougher time at the BAFTAs, so if the overall film gets recognized it’ll have to be here for its remarkable screenplay.

Lady Bird
Lady Bird

Animated Film
Loving Vincent
My Life As A Courgette
Our Predicted WINNER: Coco

All three films are visual works of art, but it’s hard to bet against Pixar and their soulful, supernatural masterpiece about a 12-year-old boy trapped in the land of the dead.


Documentary

City Of Ghosts
I Am Not Your Negro
Icarus
An Inconvenient Sequel
Our Predicted WINNER: Jane

Primatologist and anthropologist Jane Goodall is a hero and legend to naturists and to her fellow Britons alike. Jane, the 2017 documentary about Goodall, has already picked up several festival and critics awards and will probably get the BAFTA as well.


Outstanding British Film

Darkest Hour
Death Of Stalin
God’s Own Country
Lady Macbeth
Three Billboards Outside Ebbing, Missouri
Our Predicted WINNER: Paddington 2

There might not be anything more loved and more British than Paddington 2, a film with a rare 100% fresh score on Rotten Tomatoes. While all of the other nominees could win as well, especially Irish playwright Martin McDonagh’s Three Billboards or the Winston Churchill drama Darkest Hour, the world really needed an adorable teddy bear in a raincoat —again— and Paddington 2 delivered.

Paddington 2
Paddington 2

Director
Denis Villeneuve – Blade Runner 2049
Luca Guadagnino – Call Me By Your Name
Christopher Nolan – Dunkirk
Martin McDonagh – Three Billboards Outside Ebbing, Missouri
Our Predicted WINNER: Guillermo del Toro – The Shape Of Water

The Shape of Water leads the BAFTA nominations with twelve total — and it takes a masterful director to bring all of these nominated elements together into a fantastical tour-de-force. Guillermo del Toro already picked up a Golden Globe for his efforts, and while his competition is stiff, he’ll most likely pick up a BAFTA as well — even if the film falls short in other categories.


Best Film

Call Me By Your Name
Darkest Hour
Dunkirk
Three Billboards Outside Ebbing, Missouri
Our Predicted WINNER: The Shape of Water



It cannot be overstated just how important the Second World War is to modern Britain, and both films in this category dealing with the subject —Dunkirk and Darkest Hour — do so in masterful ways. For different reasons, Call Me By Your Name and Three Billboards have connected with and sparked conversation for their audiences. But The Shape of Water has a slight advantage over its competition with its overwhelming amount of nominations this year, as well as its perfectly executed fairy tale with just enough of a twist to make it unique. It doesn’t hurt that avid movie buff Guillermo del Toro also managed to make the film a love letter to cinema. Look for this film to take home the biggest BAFTA of them all.

The Shape of Water
The Shape of Water

The Right Concept Art Will Save You Money: 4 Steps to Develop

By Felipe Lara – Instructor, New York Film Academy Game Design

A good piece of concept art can be used as a prototype to test one of the essential elements that your game will need to succeed: You’ll need to connect emotionally to your player. Spending on concept art is sometimes viewed as a luxury or even a distraction, but if done correctly, concept art will save you money and put you in the right direction towards developing a successful experience. In this article, I’ll dive into the significance of art, and four steps to develop effective concepts.

We all have game ideas; some good, some bad. But having an idea is far from having a concept. A concept is something more concrete and more developed, and when it is done right, it is practically a prototype that will help you validate the foundation of your game or experience: the emotional connection with your players.

Finding an Emotional Connection

One of the most important qualities of a successful game is the ability to connect emotionally with players. If you are able to connect with players and involve them emotionally through your game, you are practically on the other side. Don’t get me wrong, there are still many hurdles that can take your project off track, but you have achieved a fundamental requirement: the ability to connect and be relevant.

In a previous article I talked about the 4-step sequence that successful games follow: stand out, connect, engage, and grow. In this article, I am going to talk about how, by doing concept development the right way, you can figure out and validate early on if your game concept has the potential to stand out and connect with your target players.

The Role of Art in Your Game

The art of a game is the window to all its other elements. You access the mechanics, stories, and social features through characters, environments, and user interfaces. The right art style will help you engage your players and communicate the humor and fun of your game mechanics, or the drama of your story. The wrong one will be more of a hurdle than a helpful connector and amplifier. The right art style will also help you stand out and connect with players by communicating the mood, emotions, and theme of your game.

Concept Art as a Prototype to Validate Emotional Connection

The right concept art will reflect all the good qualities of your game: the emotions it creates, its core story, and its theme. Even if the core mechanics or story details are not represented in your concept art, the emotions resulting from them will be present. This is why the development of concept art can be a great tool to test if players connect with the basic theme and emotions of your game. Developing concept art can be a faster and cheaper way to test and validate one of the foundations of a successful game: emotional connection.

4 Steps to Create the Right Concept Art

  1. The first step is defining who is your target player, what are your goals, and what is your point of view (or the reason you care about making this game).
  2. The second step is to define a theme that your players resonate with. The only way to know if your theme resonates with an audience is by testing: pick a few members of your audience and talk to them about your theme, see if they relate with it. Remember that theme is not a topic, but rather an opinion about a topic. People don’t resonate with a topic by itself like “zombies in a post-apocalyptic world.” People resonate with views about the world that those topics make easy to represent — and that they agree with. For example, in the case of the topic “zombies in a post-apocalyptic world,” a possible theme would be “only the cut-throat can survive in the world.”
  3. Once you have defined your theme, pick an art style that also resonates with your audience, and brainstorm some ideas about possible mechanics, stories, and social interactions. I am not arguing for being a copycat regarding the art style. It is about narrowing down possibilities and starting from solid concrete examples pointing in the right direction. Once you have those, you can innovate within clear parameters. As with theme, the only way to know if your art style will resonate with your audience is by showing them pictures of similar art styles.
  4. Finally, with a clear theme, a ballpark idea about the art style, and ideas about story, mechanics, and social interactions; create a piece of concept art. This piece should represent your main activity or conflict, and your theme. Once you have something concrete, get feedback from your audience and iterate from what you learn.

If you follow these four simple steps, you will end up with a concrete piece of concept art that connects with your audience and can help you as a guide or compass throughout development. You will not have a game yet, but you will have a good foundation to build one and something concrete that can guide your decisions for the rest of the development process.

Ready to learn more about game design? Find more info about New York Film Academy Game Design including student work here.

Stanley Kubrick & One-Point Perspactive

The title “one-point perspective” is so evocative of what the technique actually does: changing your perspective.

Hi, my name is Miguel Parga, and I’m a filmmaking teacher at the New York Film Academy. That sounds almost like I’m introducing myself at a Filmmakers Anonymous meeting and I guess that’s not far from the truth. Those of us who have the film bug understand that when you’re into film, mere marginal involvement is never good enough. It often turns into an obsession. For me it’s an addiction.

Fellini said: “Film is a disease. It’s cure: more film.” He was right.

But what is it exactly that we’re addicted to? For me, it has a lot to do with the way films make me see the world in a different light.

A one-point perspective shot is when all the horizontal lines in your frame, if you were to extend them infinitely, would disappear into a point, usually at the center of the frame. That’s the vanishing point. Think about looking at a train track disappearing in the distance.

It’s no secret to those who know me that one of my favorite filmmakers is Stanley Kubrick.

Kubrick used the shot endlessly, both static and moving. Here are some examples.

Humans don’t usually see the world in one-point perspective. It happens, but it’s not that common. If you’re in a room, your eye line usually sits a bit above where it would have to be for the lines in the room to disappear into one vanishing point in the center.

In order for this to happen ,  you have to lower your gaze by about a foot.

Go ahead. Try it. Get up. Go to the middle of the room, then crouch down about a foot, and look at the room from that vantage point.

Different right? Now, walk around looking for shots.

You just forced yourself to look at the world in a different way. This is what Kubrick is making you do. Whether you want to or not, he’s forcing you to do it.

Remember that scene in “Dead Poets Society,” where Robin Williams tells his students to get up on top of his desk, just to remind themselves that they must look at the world from a different point of view?

Kubrick and his one-point perspective shots force you to look at the world differently. When you crouch down, you’re looking at the world from the point of view of somebody of that height – a child perhaps. In this way the director forces not only a change of perspective, but a psychological change as well. He wants you to look at the world through the eyes of a child.

He wants you to remember what the world looked like from that height, when your imagination was open, and you saw the universe with new eyes.

Now go watch some movies! Kubrick ones!

5 New Ways to Execute Old Stories

From reboots of classic television series to new spins on known movies, franchises, remakes, and old stories keep resurfacing in Hollywood for better or for worse. So what’s the secret to revamping familiar stories?

While there are a lot of ways to execute old stories, here are five approaches to reviving old tales that will help make your own adaptation a success. (For a great example, check out Magnificent Seven starring NYFA alum Manuel Garcia-Rulfo.)

1. Add New Twists

If you plan on revisiting a well-known story, ask yourself a lot of what-ifs to get new ideas.

What if the main character was of a different gender?

What if the story was told from another character’s perspective?

What if the time setting was different?

What if at least half of the supporting characters were female?

Even the tiniest details can make a big difference when it comes to imagining something new.

2. Make it Modern

Having old characters react to or live in the modern world is a fun way to recreate an old tale.  A story’s lessons are what tend to speak the loudest to an audience, so show how versatile the lessons and themes can be by setting a remake in contemporary times.

One great example a timeless story finding applications in many retellings is the various adaptations of Jane Austen’s novel Pride and Prejudice, first published in 1813. The Bridget Jones’s Diary series, The Lizzie Bennet Diaries, Bride and Prejudice, and Pride and Prejudice and Zombies are just a few examples of adaptations with a modern time period or cultural update.

No matter what story you want to retell, having classic themes and characters interact in the modern world or with modern ideas can be a smash hit.

3. Challenge Harmful Stereotypes

A lot of old stories have problematic themes that might have been acceptable at the time, but aren’t now. If you’re building on or reimagining a dated story and run into racism, sexism, and other forms of discrimination in the story, consider how you can challenge or transform these elements. Leave out the harmful stereotypes, or update the story to draw awareness to a social justice issue.

https://youtu.be/qo-RDJb4W28

For example, leave the days of having a charming prince rescue a helpless maiden and have her rescue him. Allow for more opportunities for diversity characters to thrive in your story for something fresh and much-needed in the world of entertainment.

4. Don’t Copy What Others are Doing

Don’t feel the need to conform to the way other people approach adaptations. Sure, there are expectations that people may have about how a familiar story should be approached, but doing the same exact thing as other retellings gets very boring.

If you have a new idea or something unconventional to bring to your genre of focus, then take a chance on it! You never know if it will work until you test it out for real!

5. Have a Clear Focus

Ultimately, you need to ask yourself why you want to remake an old story. Too many people try to revive an old tale without taking the time to realize why they want to remake it.  Are you doing it because you have a genuinely thought-out take to the story, or are you just feeling pressured to do what other creators are doing? Share the idea with trusted colleagues who can help you shape your adaptation into something special and truly innovative.

Finding your creative spark doesn’t have to be hard. The New York Film Academy offers 15 programs for up-and-coming creative minds. Explore professional-level programs in the visual and performing arts today.

A Q&A With New York Film Academy Documentary Instructor Denise Hamilton on Creative Circles Forum

New York Film Academy Documentary Instructor Denise Hamilton has made her career by producing incredible films on the history of Broadway. She is a member and Co-Chairperson of the Black Association of Documentary Filmmakers-West, and an expert on documentary filmmaking. Her work includes productions for KCET, WABC, NBC and Discovery. She recently sat on a panel at Burbank Arts for All to discuss the future of documentary filmmaking.

Hamilton took some time out of her busy schedule to discuss why these conversations are important to the community with NYFA Correspondent Joelle Smith.

NYFA: What is the goal of Burbank Arts for All?

Hamilton: Burbank Arts for All, or BAFA, is a foundation that provides funding for arts programs and arts-related materials and equipment to educational institutions located in Burbank. Because the budgets for school arts programs are often limited, BAFA raises funds from corporate donors, then turns around and gives grants that enable dance, music, visual and graphic arts programs to thrive in the Burbank schools. Schools can apply to BAFA and get, for example, musical instruments to replace broken ones, a ballet barre for a dance studio, lighting for theatrical productions, or a 3D graphics printer.  

NYFA: How did you become involved in the project?

Hamilton: I became aware of BAFA because I teach NYFA’s Community Film Project, and I researched local nonprofit organizations that my students could choose from to do pro bono work.  My 2014 MFA class selected BAFA to be the recipient of a promotional video that the students produced, and it was well received.  

As a result of this working relationship with BAFA, I was then invited to participate as a panelist in their annual Creative Circles Forum on Documentary Films, held Nov. 8th.  The panelists included Chief Financial Officer, Rugged Entertainment  Kelly Bevan, Burbank High School Digital Video Production Teacher Amy Winn, Writer-Director at New Filmmakers Los Angeles Varda Bar-Kar, and Academy® and Emmy® Award nominated Director/Producer and President/CEO, Rugged Entertainment Peter Spirer.

NYFA: What topics were you most excited to discuss?

Hamilton: We spoke on the industry from our various perspectives, and I talked about documentaries as a creative art form. There was so much to cover, and not enough time to cover it all, but the most important discussion for me was centered around recognizing that documentaries have become a major source of valuable information. In the last few years, the increasing popularity of documentaries has made them a welcome alternative to news outlets for information that’s trusted.  

NYFA: What was your goal for the evening?

Hamilton: My goal was to show that creating documentaries can be just as interesting as narrative filmmaking, and can lead to job opportunities in entertainment beyond documentary production.  I also mentioned that the international student population at NYFA provides a great forum to network and develop lasting relationships that are helpful in the professional world upon graduation.  The time flew by, and there was plenty of insight provided by the panel.   I certainly enjoyed the evening, and hopefully, the audience took note of the great information that was shared.

The New York Film Academy would like to thank Denise Hamilton for taking the time to speak with us about her endeavors.

How to Be a Star in Game Industry Design Meetings

For aspiring game designers, we have created three tips to help you excel in design meetings in the game industry. Check it out:

  1. Make It About the Player
  2. Playtest Notes Beat the HIPPO
  3. Know the Canon

 Make It About the Player

Your job as game designer is firstly to be an advocate for the player. You make decisions based on what will be best for the experience of the person playing your game.

The primary way you know what the player wants is by playtesting with your actual players (the target audience for your game). Playtesting with your teammates and friends is nice, but you really want to test with people who don’t know you to get real feedback.

When in design meetings, frame your statements through the lens of what the player wants rather than what you think is cool or what is trending on Gamasutra.

Under the category of not-widely-known, check out the Gamer Motivation Survey by Quantic Foundry. You can use this to understand yourself as a gamer and get recommendations for games you might like to play.

You can also read this article about “7 Things [Quantic Foundry] Learned About Primary Gaming Motivations From Over 250,000 Gamers.”

Playtest Notes Beat the HIPPO

… That is, if you document what you observe in playtests as objectively as possible.

Some companies, like Microsoft Games, have dedicated user researchers, whose job it is to create playtest reports for the team to follow. Regardless of how you get the notes in design meetings, you want to reference them — as opposed to your own opinion — when talking about how to solve a design problem.

This means you would say things like, “Players keep getting stuck at this point on the map. I think we should provide a weapon drop here for them to keep it moving,” instead of, “I think it would be cool to have more weapons.”

This technique is not only professional-grade, but it is also important when dealing with the “HIPPO” in the room — the “Highest Paid Person’s Opinion.” Solid info from your playtests makes it easier for everyone to get on the same page.

Know the Canon

The word “canon” means “a collection of sacred works.” You hear the word used to describe the canon of great literature and film and music, but there is also a canon of great games.

As an aspiring game designer it is important that you know the great games, and play as many as possible. When you are in game industry design meetings, your colleagues will be mixing and matching points about game mechanics, art direction, story arcs, and other elements of a variety of different games. You want to understand what they are saying and be able to contribute.

Most of the games that come up will either be in the canon or were heavily influenced by the canon. Importantly, the canon includes great video games but also a diversity of lesser-known games that broke important ground — e.g. “Atari Adventure” is a simple game that influences the entire action-adventure genre, including all the Zelda games.

What is the canon, you ask?

While there is no definitive list, here are some good sources to read:

  1. 25 Video Games Every Game Design Student Should Play Before They Graduate
  2. Time Magazine’s “The 50 Best Video Games of All Time
  3. Metacritc’s “Best Video Games of All Time”

Finally, related to the canon: two titans of gaming education, design, and writing, NYFA Game Design Chair Chris Swain and Jeremy Bernstein recently took NYFA’s Twitch show “Schooled” to give their list of “10 Games You Should Play Before You Graduate from Game School.”

We highly encourage that you catch the episode here:

The two created their best games list because, as Swain puts it, “Designers are constantly brainstorming and incorporating bits of mechanics from other games. So it’s important to play and understand lots of different kinds of games so you can hang tough in these meetings. This list is not meant to be exhaustive but rather food for thought for a variety of different kinds of games and genres. You actually need to play lots more than what we talk about in the Twitch episode, but those games are a great foundation.”

Throughout the episode, two themes emerged: “innovation” and “gameplay over graphics.” The show kicks off with Swain introducing “Adventure” for the Atari 2600, the game that invented action adventure, top-down scrolling, fog of war, and easter eggs. He shows how it provides “primitives” for the whole action adventure genre including the “Zelda” series, “Uncharted” series, and even the “Grand Theft Auto” series.

Bernstein underscores the value of playing tabletop games as game design student, making the point that playing board games forces aspiring designers to get hands-on with rules, procedures, mechanics, and adjudication, intimately and in ways that are not accessible when playing digital games.

We have included their list of games below and encourage you to play them all.

# Title Platform Video Link
1 Adventure Atari 2600 https://youtu.be/LQZDRELOqoI
2 Dungeons and Dragons Tabletop https://www.youtube.com/watch?v=-FeiNEsLElA
3 Tetris Soviet DVK-2 https://youtu.be/O0gAgQQHFcQ
4 Blokus Tabletop https://www.youtube.com/watch?v=9LDM0xFDCFY
5 You Don’t Know Jack PC https://youtu.be/VheFU03JqAY
6 Sim City PC https://youtu.be/A54blk-ojA4
7 Dune 2 PC https://youtu.be/EiJLOjeyDxs
8 Magic the Gathering Online Tabletop https://youtu.be/GIlS4WwXoSM
9 Wii Sports Wii https://youtu.be/zqaPFAZS1K8
10 Pokemon Go Android https://youtu.be/vvFVBXLsBcE

To recap, here are three things you can do to be a star in game industry design meetings:

  1. Make It About the Player
  2. Playtest Notes Beat the HIPPO
  3. Know the Canon

All of them take a lifetime to fully master, so just jump right in by making games, playtesting games, and playing lots and lots of games.

Ready to learn more about game design? Study at the New York Film Academy’s Game Design School.

Film Technique: How A Master Uses Image Systems

An image system is an image or a motif that is repeated during a film. The audience is watching it but they’re not aware of it. The image system is there, but the director hides it enough so that the audience is not really aware of what they’re looking at, unless somebody points it out.

But wait a minute … if the audience is not aware of an image system, then what difference does it make?

Aha! Great question. Well, just because an audience is not aware of an image system doesn’t mean it doesn’t affect them.

Images have the power to bypass the part of the brain that does the judging and get straight to the part that feels. This is one of the things film does very well, and an image system is one of the way in which it does it — a highly effective way. We hide the images in plain sight, so that the brain can’t analyze them and catalogue them. In that way, they affect you without filters, raw.

The image system usually reinforces a thematic concern of the film by repeating an image that has connotation for the story. Let me explain: The film “Casablanca,” for example, has an image system of prisons.

There’s an airport tower light in Casablanca that rotates like a prison guard tower light, as if it was searching for somebody. This reinforces the idea that the residents of Casablanca are prisoners in their own country.

The characters are often seen through bars, or through the shadows of bars. There are even scenes in which characters are wearing stripes.

This is all part of the design of the film, and as you watch it, you don’t really notice it. You can watch the entire film and never become aware of the image systems. (Now that I’ve pointed them out, next time you see the film, you’ll notice for sure!)

Another one of my favorite image system examples is “Michael Clayton.” In “Michael Clayton,” written and directed by Tony Gilroy, the color red represents the truth. (At least that’s what I think. I’ll have to ask Tony one of these days.) And as the tagline of the film suggests, in this story, the truth can be adjusted.

There’s a book in the film that plays an important part in the story. This is a book that the son of the protagonist is reading, that he wants his dad to read. The book has a red cover.

There’s a scene in which Walter, one of the main characters of the film, is talking to the woman he’s in love with on the phone. He’s wearing a red robe. She talking on a red phone. She’s talking from a room that has red wallpaper.

Right before the scene starts the director shows you an image of a farm in the winter. Most of the frame is white with snow, except for a big red barn.

Michael, the protagonist, finds a major clue to the murder of his friend, in a document his friend had photocopied and bound. The binding of the document is red.

Inside of Walter’s fridge there’s nothing more than a bottle of champagne and some containers of red jello. The inside of the van that takes away the equipment from a failed restaurant venture Michael is trying to auction off, is red.

Over and over, the color plays an important part of the story. Mr. Gilroy masterfully inserts the image system into the fabric of the film and you’re never really aware he’s doing it.

Here’s another instance, and this might be stretching it a bit, but I’m going to go for it anyway: the protagonist’s son, the only thing true and pure in his life, is a read head.

When you’re watching the film, you don’t notice these things unless you’re looking for them, and even then, they can be so subtle it can still be hard to identify them. I sometimes play a game with my students. I tell them there’s an image system in the film. I explain to them what an image system is, but I don’t tell them what it is, and 90 percent of students can’t figure it out, even though they’re looking for it.

Once I point it out, they can see it no problem.

This is because the image system works best when you’re not aware of it, when your brain can’t edit it and interpret it. It affects you in a much more powerful way. Once I point it out then it loses most of its power: Now you can identify it as a device. (My apologies to Mr. Gilroy for spoiling the fun. His film is superb and I’m sure you’ll enjoy it, spoilers or not.)

It is the mark of the amateur filmmaker to show you the metaphor up front, to make it visible. To say, “Look, this means something!”

The pro puts the metaphor somewhere in the back, to enhance the story, but never leads with it. The story always comes first. Remember that. Story, story, story.

Still, that doesn’t mean you can have some fun with the other stuff as well.

NOTE: All production stills are the property of Warner Brothers and used here for editorial purposes only.