6/3/2023 0 Comments Meander trailer![]() From the start, I wanted complex shots, movement, to follow Lisa’s journey, and put the viewer directly at her side, and not “outside”. So I have what looks more like a comic book than a storyboard, but it helps to communicate with the team. So during the preparation, at first, I draw (very, very badly) each plan. Because I wanted to avoid at all costs finding myself stuck doing only “simple” shots, and finding the rhythm and the style of the film only during the editing. And from the very conception of the decor, we had to find ways not to limit the staging. We knew that from the start with the team. Turning through tunnels must have been complicated. We invented a system of machinery to be able to turn. I always try to have more symbolic than frontal influences, and the flow of Meander could compare as a whole to the very premise of the proof-of-concept video game, with a hint (okay, a big hint) of gore and gore. I admire his work, and I took a few references from the imagery of his last game, Death Stranding, but also in another work of the master, called PT, more metaphorically. I am a big fan of Hideo Kojima ( Metal Gear Solid), and I had the chance to meet him following the Japanese release of my first feature film, Hostile. But for conscious influences, I would say that it will mainly look on the video game side. ![]() So yes, subconsciously there must be a few touches that come close to his work. I love Vincenzo Natali’s work, but I admit not having seen Cube since I discovered him as a teenager. Obviously, we are getting closer to Cube in the overall concept. The pitch necessarily makes you think of Cube, what were your influences?
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