UCB Improv 600 “The Movie” Class Notes

Instructors: Neil Casey and Dyna Moe
Date Taken: October 2009

Straight out of my first 501, I was selected to do the The Movie form, and found it is a blast to play and can help you become a better improviser regardless of what form you’re doing.  I feel like I was stuck in my head for most of this class (possibly due to my lack of deep movie genre understanding), but still learned a ton. 

Find out more about UCB’s training program here.

Note: This level of class is now known as Advanced Study Performance and can be any type of performance. Our class focused on The Movie form; although the notes are in regard to the form, they’re also good to keep in mind for other forms of improv.

Class #1

  • simplified version of the form: scene paint 3 scenes, then tell the title, then we act out the scenes (with the characters that were in it)
  • don’t puppet the people in the scene, just describe what the audience can see
  • same thing as all improv, there are no take backs
  • your title is your last chance to help solidify the story and the genre
  • “you can trip in improv, just don’t fall. if something comes up justify it and its not a mistake”
  • don’t feel like you have to come up with a great screenplay and surprise the audience with plot. the fun of the form comes from seeing how you explore a genre

Class #2

  • if your 3 scene paintings establish the hero, villain, and object/macguffin then you’ll make it eaiser to tell a story and know the genre
  • there are certain characteristics to identify hero (light, handsome, doing something nice) and villain (ugly, wears dark, doing something mean)

Class #3

  • be efficient. if its not genre, character or game specific, you don’t need it
  • your scene painted scenes should be far apart from each other. we want the characters to have to “travel” to meet each other
  • we follow game in this form. we don’t have to create a super plot, that will come from the genre.
  • PLOT DOES NOT MATTER!

Class #4

  • take the genre specifics and figure out how to turn it into game and heighten
  • opening focuses on setting up genre
  • middle is all about genre game
  • end is about the big finish
  • the first set of scenes are your backdrop for the rest of your movie. that means don’t follow plot
  • don’t try to combine  two genres, just do one well. it doesn’t have to be more clever than that.
  • you can give gifts to the other scenes by referencing them
  • its up to anyone to decide/say hero/object/villain. its up to everyone to support it.

Class #5

  • back line has to be active in the climax
  • end the movie saying “the end” and the booth will black out
  • the plot is moved by the cuts and locations you make. play the game in the actual scenes
  • the villain has to be villainous / evil. the hero has to have a want
  • make stories / plot as simple as possible
  • play your role!

Class #6

  • its everybody’s job to decide what movie we’re doing
  • if we don’t have a clear idea of what the movie is after the title, were behind the curve and need big decisions
  • when you realize what movie it is, its your job to make moves that let your fellow players what it is

Class #7

  • the genre is like the “real world” in normal improv, ie it is the baseline
  • you don’t want everything to be silly, make an honest take on the genre and find the one specific thing you are going to heighten and play
  • even when things get intense or energetic, you have to all be on the same page
  • the biggest key is to just dive in and have fun

Class #8

  • hollywood is racist. in many genres the race of the character can matter
  • the climax should come at about 20 minutes in
  • skip the extraneous details in the scene painting, keep only the essentials, but with that, be specific
  • its ok to lose characters as you go. just keep the important ones (hero and villain)
  • like always, play the laugh to find your game

Show #1

  • make sure you use the suggestion somehow so its clear that you are using it
  • when you’re playing the hero, its often the straight character
  • give the hero scenes where he can be the hero
  • the villain has to be strong and pursue his evilness
  • allow yourself to look stupid within the confines of the genre
  • inhabit your character

Show #2

  • even if you’re having fun, don’t forget to play the form
  • avoid competing with each other on stage in terms of moves
  • the camera angles buy you time! they give you time and improve your show
  • you gotta know the why’s 

Show #3

  • if you set up game moves, don’t forget to play them throughout because its low hanging fruit
  • be precise with your moves, p’s and q’s

Show #4

  • even with an interesting character, don’t forget the games of the other people
  • heighten and explore your games
  • drew: be more aggressive, be willing to give bigger reactions
  • help each other with your games by putting people in interesting scenes or combinations of characters
  • name each other
  • if you find a game you don’t want to play, you have to make sure you find a new one to replace it

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drew tarvin

Andrew Tarvin is the world’s first Humor Engineer teaching people how to get better results while having more fun. He has worked with thousands of people at 250+ organizations, including P&G, GE, and Microsoft. He is a best-selling author, has been featured in The Wall Street Journal, Forbes, and TEDx, and has delivered programs in 50 states, 20+ countries, and 6 continents. He loves the color orange and is obsessed with chocolate.
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