Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranî)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
I would like to share with you some ideas from my script,
specifically the series "Zamba's excursion".
They are like a kind of precepts or dogmas that we created
to understand why we did some things,
and a kind of list of ideas that should not be missing in any script.
I advise you that while this does not have to be in the presentation folder,
make some internal rules so as not to get lost and understand well
what the series is about and being able to explain to the rest of the people what it is about.
The first is very clear, that we should always look at the world
as boys and girls look at it.
We didn't have to think of a childhood idea, but really
an effort had to be made to see the world as they see it.
On the other hand we could not forget the humor, the gags, the physical humor,
also the crutches, like "I get bored" and those recurring phrases of the character,
Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1
that become "catchphrases", or phrases that repeat.
Gags and physical humor especially have to do with an audience
who is between three and five years old who enjoys those gags or situations.
So, when thinking about something very popular, for a very wide audience
As Zamba was, the idea was not to forget those kinds of resources.
Also, speaking of audiences, we had to think about adults,
in teachers, parents, so we include little winks
for the adult audience, so as not to leave them out
and create some complicity.
Zamba included many video game methods,
perhaps because I grew up in front of an Atari, playing,
or went to electronic games or video games.
In the narrative synthesis that video games have, we find many ideas
and forms of resolution, then the truth is that they are
relevant to childhood
and that aesthetic and that kind of actions helped us a lot.
Also because of the limitations we had
when modeling the characters, perhaps some "staging"
8-bit video games or fairly basic video games
allowed us to explain an idea or show a situation
or make a staging that in addition to being comical was effective.
On the other hand, animation allows us to break the rules of the plausible
and in Zamba we broke it several times.
The good thing about animation is that it allows you to put an elephant,
change the color as many times as you want,
have a character snap their fingers and appear on another stage.
We don't necessarily have to respect the laws of physics
nor the laws of humans,
And I think Zamba exploits those kinds of possibilities to the maximum.
We were trying all the time to demand plausibility in that.
We also decided not to be solemn with historical figures,
we trace a symmetrical relationship between Zamba and the other characters,
without losing respect, obviously, because in Zamba's case
they are highly respected characters, who are practically heroes.
What's new in Zamba is to speak symmetrically
characters that were on top of a pedestal or monument.
We seek to be unprejudiced but at the same time sensitive,
we were clear that we did not do "South Park",
but "Zamba's excursion" and we had to have a certain sensitivity.
Childhood is also about that, right?
In Argentina we talk about "you" many times.
In Río de la Plata much more is used,
but in Argentina there are also other ways of speaking.
Without speaking in neutral Mexican, as we are used to,
We are looking for a kind of neutral River Plate
but specifically, when writing the dialogues, we avoided
the "come", "walk", "carry", "bring", for example,
instead of saying "come", Zamba shouted "come on".
Or "go ahead", which is something we usually say in Argentina,
we said "hurry up" or whatever.
We were already trying from the newsroom that Zamba did not talk about "you"
and also not talk about "you", but we tried to hide that,
which usually creates a certain distance because we are not used to it
to listen to those kinds of words in animation.
We also tried to be anachronistic in the way of speaking,
avoiding current idioms.
We wanted to be correct but not solemn.
We didn't want to include fashionable words,
because personally I was very aware that what I wanted
was that Zamba transcended this generation, even.
My idea, and our idea as a team, was to think dialogues in a way
as anachronistic as possible.
On the other hand, we also avoid contemporary objects and technology
like email or WhatsApp
or put the character with a technological object
that denotes a time and a space.
We wanted Zamba to be as anachronistic as possible.
We also wanted to avoid boredom all the time,
that the series had rhythm, that it didn't stop,
that really, in addition to the narrative, that it has to have twists
and have points of interest, etc.,
that in general the montage rhythm or the rhythm of the scenes
it was quite choppy,
so that the public could be hooked
and I felt that the whole time I was being stimulated.
On the other hand, the songs, which were two or three per episode,
we wanted them to underline certain things
or to synthesize moments in history
that maybe they needed an ellipsis.
Usually songs have those two functions,
either underline a specific time or skip a period.
That in the episodes of "Zamba's excursion"
they talk about history.
On the other hand, Zamba never explains and is learning all the time,
We had to be very clear about that because many times
we had a need to explain content,
or to develop content.
We were also very clear that Zamba was never the character
that developed the content
but the character who listened to the content being developed.
We can also draw on ten tips that come from LatinLab.
LatinLab is a laboratory for research, creation,
training and reflection on the media
and multiplatforms for children and adolescents in Latin America.
On this page you will find many resources
and a lot of guides that can help you approach your projects.
In principle I separated ten that I like very much.
The first thing is to get inspired.
The truth is that children have the ability to create fiction
all the time, we should look for the necessary inspiration
to think content attractive enough.
On the other hand, respect them, respect our audience.
They trust us as adults,
we shouldn't give them archetypes or cliches or stereotypes
that they already know.
We can take them a little further,
and introduce them to new models to work with
diversity and inclusion.
Watch how they do it.
This has to do with research and is perhaps the biggest challenge.
Do we know what appeals to them, what amuses them?
It is our obligation to observe and investigate them.
On the other hand, tell something extraordinary.
Counting is the most significant fact, it should be, of our lives.
What we count should be very important to us.
And that story that we tell should also be very important,
or the most important fact in the life of our protagonist.
So we should take it very seriously
and tell each story as if it were the best we can tell.
We must also be consistent.
If a story begins in a wonderful and incredible way,
the end has to be the same or more incredible.
So we should have an even narration,
Don't start with drums and cymbals and perhaps end up disappointing.
We should be verbose on that.
They also advise us to move.
The truth can be a well structured narrative,
but if it doesn't generate emotions
what will surely generate is indifference.
So we don't have to be recontradramatic,
but we do have to try to reach the heart of our audience.
On the other hand, we have to create credible characters.
They have to be complex,
they have to have defects and virtues, contradictions.
We have to get our audience to identify with our characters.
It is a great job that we have to do when thinking who will take
forward the action, who will face the conflicts.
We also have to be creative. As we talked before,
in animation we can create rules.
We can create a world with its own laws.
We should be consistent throughout history
with those laws that we imagine, not resorting to chance or cheating
to get around some problem we have with the script.
We should have a good time, too,
when writing our stories or thinking about audiovisual formats.
If we don't have a good time and we don't have fun,
our spectators are hardly going to have fun.
On the other hand, we have to become storytellers.
One of the things we can do to test it
is to tell a person who could be our audience,
In this case, we could say to a boy or a girl:
"I want to tell you a story", and really hear your return.
Many times they can enrich us and they can give us a point of view
Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1
that we are not taking into account.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.