This week we learnt how to use the element of movement to design our stories. We learnt to use time, space and the movement of our characters to drive our creations.
This week I chose this premise: The athlete who wished to be a champion was given a pair of shoes that would make him run faster and faster. I chose this premise because it was created in such a way that it would reflect the impact of faster and faster movement. I created a drawing of the character design for it and drew the final scene of the story. My story wants to say: don't lose yourself to desire.
This is my story.
- The young girl is the newest member of the long-distance running team; she is incredibly explosive, but she often feels that she lacks stamina.
- She was often in her own country, winning races.
- That is until she meets an even more powerful young man. She began to worry more about her ability.
- The opportunity to represent her country in the competition came. A pair of black hands handed out a pair of shoes. This long, deep voice told her that by wearing them, she would be invincible and no one could ever be her match again.
- After much deliberation, the girl chose to accept the magical and beautiful shoes.
- On the field of play, the whistle blew. The girl sprang off the starting line as if she were flying. She ran at an even and fast pace. Lap after lap after lap.
- She crossed the winner's line but still couldn't stop. Until her body couldn't support the speed and her body scattered all over the field.
- As the crowd screamed in horror, the man in black shook his head and handed a pair of shoes to the next athlete.
I was inspired by Hans Christian Andersen's fairy tale of the Red Dancing Shoes. In the story of the red dancing shoes, the girl cannot resist the beautiful red dancing shoes and chooses her own desires, rejecting religion and respect. In the end, she is compelled by the red dancing shoes to keep dancing. She has to cut her legs, but the shoes are still dancing.
This use of increasingly fast movements to show tension is often found in some game films. In many crime films, the movement of the victim often becomes faster and faster, and when the tension reaches its peak, the abrupt stopping of the still image conveys that the victim has been victimised.