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I would like to share with
you some ideas from my script,
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specifically the
series "Zamba's excursion".
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They are like a kind of
precepts or dogmas that we created
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to understand why we did some things,
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and a kind of list of ideas that
should not be missing in any script.
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I advise you that while this does not
have to be in the presentation folder,
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make some internal rules so as
not to get lost and understand well
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what the series is about and being able to
explain to the rest of the people what it is about.
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The first is very clear, that we
should always look at the world
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as boys and girls look at it.
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We didn't have to think of
a childhood idea, but really
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an effort had to be made to
see the world as they see it.
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On the other hand we could not forget
the humor, the gags, the physical humor,
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also the crutches, like "I get bored" and
those recurring phrases of the character,
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that become
"catchphrases", or phrases that repeat.
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Gags and physical humor
especially have to do with an audience
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who is between three and five years
old who enjoys those gags or situations.
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So, when thinking about something
very popular, for a very wide audience
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As Zamba was, the idea was not to
forget those kinds of resources.
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Also, speaking of audiences,
we had to think about adults,
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in teachers, parents, so
we include little winks
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for the adult audience,
so as not to leave them out
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and create some complicity.
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Zamba included many
video game methods,
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perhaps because I grew up in
front of an Atari, playing,
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or went to electronic
games or video games.
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In the narrative synthesis that
video games have, we find many ideas
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and forms of resolution,
then the truth is that they are
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relevant to childhood
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and that aesthetic and that
kind of actions helped us a lot.
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Also because of the limitations we had
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when modeling the
characters, perhaps some "staging"
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8-bit video games or
fairly basic video games
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allowed us to explain an
idea or show a situation
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or make a staging that in
addition to being comical was effective.
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On the other hand, animation allows
us to break the rules of the plausible
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and in Zamba we
broke it several times.
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The good thing about animation is
that it allows you to put an elephant,
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change the color as
many times as you want,
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have a character snap their
fingers and appear on another stage.
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We don't necessarily have to
respect the laws of physics
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nor the laws of humans,
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And I think Zamba exploits those
kinds of possibilities to the maximum.
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We were trying all the time
to demand plausibility in that.
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We also decided not to be
solemn with historical figures,
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we trace a symmetrical relationship
between Zamba and the other characters,
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without losing respect,
obviously, because in Zamba's case
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they are highly respected
characters, who are practically heroes.
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What's new in Zamba is
to speak symmetrically
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characters that were on top
of a pedestal or monument.
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We seek to be unprejudiced
but at the same time sensitive,
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we were clear that we
did not do "South Park",
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but "Zamba's excursion" and we
had to have a certain sensitivity.
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Childhood is also about that, right?
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In Argentina we talk
about "you" many times.
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In Río de la Plata much more is used,
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but in Argentina there are
also other ways of speaking.
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Without speaking in neutral
Mexican, as we are used to,
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We are looking for a
kind of neutral River Plate
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but specifically, when
writing the dialogues, we avoided
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the "come", "walk",
"carry", "bring", for example,
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instead of saying "come",
Zamba shouted "come on".
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Or "go ahead", which is
something we usually say in Argentina,
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we said "hurry up" or whatever.
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We were already trying from the
newsroom that Zamba did not talk about "you"
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and also not talk about
"you", but we tried to hide that,
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which usually creates a certain
distance because we are not used to it
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to listen to those
kinds of words in animation.
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We also tried to be
anachronistic in the way of speaking,
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avoiding current idioms.
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We wanted to be
correct but not solemn.
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We didn't want to
include fashionable words,
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because personally I was
very aware that what I wanted
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was that Zamba
transcended this generation, even.
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My idea, and our idea as a team,
was to think dialogues in a way
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as anachronistic as possible.
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On the other hand, we also avoid
contemporary objects and technology
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like email or WhatsApp
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or put the character
with a technological object
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that denotes a time and a space.
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We wanted Zamba to be as
anachronistic as possible.
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We also wanted to
avoid boredom all the time,
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that the series had
rhythm, that it didn't stop,
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that really, in addition to the
narrative, that it has to have twists
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and have points of interest, etc.,
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that in general the montage
rhythm or the rhythm of the scenes
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it was quite choppy,
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so that the public could be hooked
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and I felt that the whole
time I was being stimulated.
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On the other hand, the songs,
which were two or three per episode,
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we wanted them to
underline certain things
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or to synthesize moments in history
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that maybe they needed an ellipsis.
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Usually songs have
those two functions,
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either underline a
specific time or skip a period.
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That in the episodes
of "Zamba's excursion"
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they talk about history.
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On the other hand, Zamba never
explains and is learning all the time,
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We had to be very clear
about that because many times
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we had a need to explain content,
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or to develop content.
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We were also very clear that
Zamba was never the character
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that developed the content
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but the character who listened
to the content being developed.
106
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We can also draw on ten
tips that come from LatinLab.
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LatinLab is a laboratory
for research, creation,
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training and reflection on the media
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and multiplatforms for children
and adolescents in Latin America.
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On this page you
will find many resources
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and a lot of guides that can
help you approach your projects.
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In principle I separated
ten that I like very much.
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The first thing is to get inspired.
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The truth is that children
have the ability to create fiction
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all the time, we should look
for the necessary inspiration
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to think content attractive enough.
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On the other hand, respect
them, respect our audience.
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They trust us as adults,
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we shouldn't give them
archetypes or cliches or stereotypes
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that they already know.
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We can take them a little further,
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and introduce them to
new models to work with
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diversity and inclusion.
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Watch how they do it.
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This has to do with research and
is perhaps the biggest challenge.
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Do we know what appeals
to them, what amuses them?
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It is our obligation to
observe and investigate them.
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On the other hand, tell
something extraordinary.
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Counting is the most significant
fact, it should be, of our lives.
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What we count should
be very important to us.
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And that story that we tell
should also be very important,
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or the most important fact in
the life of our protagonist.
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So we should take it very seriously
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and tell each story as if
it were the best we can tell.
135
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We must also be consistent.
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If a story begins in a
wonderful and incredible way,
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the end has to be the
same or more incredible.
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So we should have an even narration,
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Don't start with drums and cymbals
and perhaps end up disappointing.
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We should be verbose on that.
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They also advise us to move.
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The truth can be a
well structured narrative,
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but if it doesn't generate emotions
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what will surely
generate is indifference.
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So we don't have to
be recontradramatic,
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but we do have to try to
reach the heart of our audience.
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On the other hand, we have
to create credible characters.
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They have to be complex,
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they have to have defects
and virtues, contradictions.
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We have to get our audience to
identify with our characters.
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It is a great job that we have
to do when thinking who will take
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forward the action, who
will face the conflicts.
153
00:09:06,364 --> 00:09:09,533
We also have to be
creative. As we talked before,
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in animation we can create rules.
155
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We can create a
world with its own laws.
156
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We should be
consistent throughout history
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with those laws that we imagine,
not resorting to chance or cheating
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to get around some
problem we have with the script.
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We should have a good time, too,
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when writing our stories or
thinking about audiovisual formats.
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If we don't have a good
time and we don't have fun,
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our spectators are
hardly going to have fun.
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On the other hand, we
have to become storytellers.
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One of the things we can do to test it
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is to tell a person who
could be our audience,
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In this case, we could
say to a boy or a girl:
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"I want to tell you a story",
and really hear your return.
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Many times they can enrich us and
they can give us a point of view
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170
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that we are not taking into account.
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