Thursday, March 14, 2013

Assignment Draft.


Executive summery

Title: The Annual Carrot Contest
Genre: Drama, Comedy
Story Angle: My story angle is focus on Alex struggles to protect his carrot and bring it to the contest.
Logline: Alex has to prevent Uno from ruining his winning prize carrot in order to win the annual carrot contest.
Target Audiece: Family


3 Act Structure:
Act 1- Set up: 
Key Character: Alex, A bimbo bunny.
Motive: Alex has to protect his carrot so that he can enter the annual carrot contest and win the contest
Situation: Alex's rival is jealous of his carrot. Uno tries to sabotage Alex to prevent him from entering the contest. 
Other information: The rule of the annual carrot contest is biggest carrot in the town will win the contest. The whole town know that Alex carrot is the biggest and the best. His carrot is sure to win the annual carrot contest. 
Turning Point 1: Uno lies to Alex that if Alex enters the contest, the town mayor will take Alex's carrot as his own. Alex decides to ignore Uno and enters the contest.

Act 2 - Confrontation
Obstacles/Conflict: Alex needs to protect his carrot and set up boogey traps around his house to prevent Uno from sabotaging his carrot. However, his boogey traps work against Alex instead of helping Alex to prevent Uno from getting to the carrot. 
Turning Point 2: Alex decides to get rid of the boogey traps 

Act 3 - Resolution
Climax: On the day of the annual carrot contest, Alex has to bring his carrot to the contest venue before sunset. Alex takes too much time dressing up and decides to drive to the contest venue but Uno puntured Alex's car wheels. Alex tries to bring the carrot on foot. However, on the way Uno keep interfering his journey by giving Alex the wrong direction to the venue and dug a hole causing Alex to fall into the hole.
Resolution: Alex manages to reach the venue just in time to enters the contest and win the contest.


An Archetype is a universally understood symbol, term,statement, or pattern of behavior, a prototype upon which others are copied, patterned, or emulated. It's often used in myths and storytelling across different cultures. Also, Archetype refers to a generic version of a personality. In this sense, "mother figure" may be considered an archetype, and may be identified in various characters with otherwise distinct (non-generic) personalities.
Character Arc is the status of the character as it unfolds throughout the story, the storyline or series of episodes. Characters begin the story with a certain viewpoint and, through events in the story, that viewpoint changes. A character arc generally only affects the main character in a story, though other characters can go through similar changes.

Stages of Journey

1. Ordinary World

This is where the Hero's exists before his present story begins, oblivious of the adventures to come. It's his safe place. His everyday life where we learn crucial details about our Hero, his true nature, capabilities and outlook on life. This anchors the Hero as a human, just like you and me, and makes it easier for us to identify with him and hence later, empathize with his plight.
2. Call To Adventure
3. Refusal Of The CallAlthough the Hero may be eager to accept the quest, at this stage he will have fears that need overcoming. Second thoughts or even deep personal doubts as to whether or not he is up to the challenge. When this happens, the Hero will refuse the call and as a result may suffer somehow. The problem he faces may seem to much to handle and the comfort of home far more attractive than the perilous road ahead. This would also be our own response and once again helps us bond further with the reluctant Hero.



The Hero's adventure begins when he receives a call to action, such as a direct threat to his safety, his family, his way of life or to the peace of the community in which he lives. It may not be as dramatic as a gunshot, but simply a phone call or conversation but whatever the call is, and however it manifests itself, it ultimately disrupts the comfort of the Hero's Ordinary World and presents a challenge or quest that must be undertaken.

4. Meeting The MentorAt this crucial turning point where the Hero desperately needs guidance he meets a mentor figure who gives him something he needs. He could be given an object of great importance, insight into the dilemma he faces, wise advice, practical training or even self-confidence. Whatever the mentor provides the Hero with it serves to dispel his doubts and fears and give him the strength and courage to begin his quest.

5. Crossing The ThresholdThe Hero is now ready to act upon his call to adventure and truly begin his quest, whether it be physical, spiritual or emotional. He may go willingly or he may be pushed, but either way he finally crosses the threshold between the world he is familiar with and that which he is not. It may be leaving home for the first time in his life or just doing something he has always been scared to do. However the threshold presents itself, this action signifies the Hero's commitment to his journey an whatever it may have in store for him.


6. Tests, Allies, EnemiesNow finally out of his comfort zone the Hero is confronted with an ever more difficult series of challenges that test him in a variety of ways. Obstacles are thrown across his path; whether they be physical hurdles or people bent on thwarting his progress, the Hero must overcome each challenge he is presented with on the journey towards his ultimate goal. The Hero needs to find out who can be trusted and who can't. He may earn allies and meet enemies who will, each in their own way, help prepare him for the greater ordeals yet to come. This is the stage where his skills and/or powers are tested and every obstacle that he faces helps us gain a deeper insight into his character and ultimately identify with him even more.


7. Approach To The Inmost CaveThe inmost cave may represent many things in the Hero's story such as an actual location in which lies a terrible danger or an inner conflict which up until now the Hero has not had to face. As the Hero approaches the cave he must make final preparations before taking that final leap into the great unknown. At the threshold to the inmost cave the Hero may once again face some of the doubts and fears that first surfaced upon his call to adventure. He may need some time to reflect upon his journey and the treacherous road ahead in order to find the courage to continue. This brief respite helps the audience understand the magnitude of the ordeal that awaits the Hero and escalates the tension in anticipation of his ultimate test.


8. OrdealThe Supreme Ordeal may be a dangerous physical test or a deep inner crisis that the Hero must face in order to survive or for the world in which the Hero lives to continue to exist. Whether it be facing his greatest fear or most deadly foe, the Hero must draw upon all of his skills and his experiences gathered upon the path to the inmost cave in order to overcome his most difficulty challenge. Only through some form of "death" can the Hero be reborn, experiencing a metaphorical resurrection that somehow grants him greater power or insight necessary in order to fulfill his destiny or reach his journey's end. This is the high-point of the Hero's story and where everything he holds dear is put on the line. If he fails, he will either die or life as he knows it will never be the same again.


9. Reward (Seizing The Sword)After defeating the enemy, surviving death and finally overcoming his greatest personal challenge, the Hero is ultimately transformed into a new state, emerging from battle as a stronger person and often with a prize. The Reward may come in many forms: an object of great importance or power, a secret, greater knowledge or insight, or even reconciliation with a loved one or ally. Whatever the treasure, which may well facilitate his return to the Ordinary World, the Hero must quickly put celebrations aside and prepare for the last leg of his journey.


10. The Road BackThis stage in the Hero's journey represents a reverse echo of the Call to Adventure in which the Hero had to cross the first threshold. Now he must return home with his reward but this time the anticipation of danger is replaced with that of acclaim and perhaps vindication, absolution or even exoneration. But the Hero's journey is not yet over and he may still need one last push back into the Ordinary World. The moment before the Hero finally commits to the last stage of his journey may be a moment in which he must choose between his own personal objective and that of a Higher Cause.


11. ResurrectionThis is the climax in which the Hero must have his final and most dangerous encounter with death. The final battle also represents something far greater than the Hero's own existence with its outcome having far-reaching consequences to his Ordinary World and the lives of those he left behind. If he fails, others will suffer and this not only places more weight upon his shoulders but in a movie, grips the audience so that they too feel part of the conflict and share the Hero's hopes, fears and trepidation. Ultimately the Hero will succeed, destroy his enemy and emerge from battle cleansed and reborn.


12. Return With The ElixirThis is the final stage of the Hero's journey in which he returns home to his Ordinary World a changed man. He will have grown as a person, learned many things, faced many terrible dangers and even death but now looks forward to the start of a new life. His return may bring fresh hope to those he left behind, a direct solution to their problems or perhaps a new perspective for everyone to consider. 


The final reward that he obtains may be literal or metaphoric. It could be a cause for celebration, self-realization or an end to strife, but whatever it is it represents three things: change, success and proof of his journey. The return home also signals the need for resolution for the story's other key players. The Hero's doubters will be ostracized, his enemies punished and his allies rewarded. Ultimately the Hero will return to where he started but things will clearly never be the same again.

Dramatic Structure may refer to as a dramatic arc
Exposition, rising action, climax, falling action, and dénouement

Rising action
In the rising action part, a related series of incidents build toward the point of greatest interest.


Climax
The climax is the turning point, which marks a change, for the better or the worse, in the protagonist’s affairs. If the story is a comedy, things will have gone badly for the protagonist up to this point; now, the plot will begin to unfold in his or her favor, often requiring the protagonist to draw on hidden inner strengths. If the story is a tragedy, the opposite state of affairs will ensue, with things going from good to bad for the protagonist, often revealing the protagonist's hidden weaknesses.


Falling action
During the falling action the conflict between the protagonist and the antagonist unravels, with the protagonist winning or losing against the antagonist. The falling action may contain a moment of final suspense, in which the final outcome of the conflict is in doubt.


Dénouement, resolution, or catastrophe
The dénouement comprises events from the end of the falling action to the actual ending scene of the drama or narrative. Conflicts are resolved, creating normality for the characters and a sense of catharsis, or release of tension and anxiety, for the reader. 

The comedy ends with a dénouement (a conclusion) in which the protagonist is better off than at the story's outset. The tragedy ends with a catastrophe in which the protagonist is worse off than at the beginning of the narrative. Modern works may have no dénouement, because of a quick or surprise ending 


Linear Storytelling
starts a story at the beginning, goes on through the middle, and ends at the end.