dreamspiration
media archi
ve
how dreams are represented from a dynamic point of view.
i tried to keep it diverse, so this archive contains films as well as video games and other interactive media.
Paprika (2006) dir Satoshi Kon

Satoshi Kon is largely known for mindbending visuals, focusing on the experience of his characters and a heightened imersiveness throughout his films.

Scene analysis: the carpet - sensation of not being able to run

- transitioning between dream scenes using the painting
- minimal, repetitive backgrounds focused on atmosphere and use of uncanny 3D sets
Inception (2010) dir Chistopher Nolan

Sci-fi elements and lore
- the visual depictions aren't particularly dream-like except for a few scenes
- no stylized transitioning elements between "dreamscapes"
Scene analysis: Ariadne bends Paris

- external factors influence the inner dream experience
Beastars (2019) anim Yoko Kuno

- fluid transitions in sync with the train of thought monologue
- minimal backgrounds unless necessary, minimal colours
- focus on atmosphere, mood and the character's emotions
Neon Genesis Evangelion (1994) dir Hideaki Anno

- not an explicit dream sequence, but it presents related/ relevant elements such as train of thought monologue in sync with fluid visuals, focus on emotion and atmosphere
- minimal background, only the necessary elements are shown
- the deconstruction of the mind is presented both in the voice over and in the visual style, in the form of rough production process shots rather than coloured cels (traditional paper animation and simplified shading commonly used in animatics)
To the Moon (2011) dir Kan Gao

- game about revisiting a dying man's memories and trying to fulfill his last wish
- imagery from distant memories, merging backgrounds and faceless silhouettes
Homestuck - Andrew Hussie

- all characters have a dream self and they can interact with others in their dreams
- dream bubbles - become intertwined
- lore: through dreams they're able to interact with past or future versions of other characters, as well as ones they've never met before in the waking world, or the ghosts of characters who passed away
- the media in question is a webcomic which contains mostly images, videos and a few playable flash minigames
minigame
(click me)

also has a map for easy navigation
another minigame (and another map)
A Nightmare on Elm Street (1984) dir Wes Craven

- the dream aspect is more explored in the narrative than the visuals
Wonder Egg Priority (2021)

In order to revive their dead friends, four teenage girls enter a dream world and
fight other people's trauma demons, while also overcoming their own fears.

- high emotional stakes, superhuman strength
- each character dreams the same environment every time (related to
their late friend's passing)
- trauma devils are over-exaggerated versions of different types of
oppressors/ abusers

anima
tion
live
action
inter
active
content
Eraserhead (1977) dir David Lynch

- emphasis on atmosphere and sound
- although there are no practical effects, the film sets feel distorted and unsettling
- the narrative is driven by the main character's anxieties as he tries to escape his nightmare
- the characters act in an uncanny way
- the laws of physics/ nature don't always apply (the wind, the chicken, the baby's wrapping)
- the sense of uneasiness settles in through very long and slow shots, prolonged silence or white noise
Among the Sleep (2014)

- game from the perspective of a 2 year old child
- after waking up in the middle of the night to mysterious sounds, you start exploring the dark looking for comfort.
Trainspotting (1996) dir Danny Boyle

- good example of dream/ hallucination scene
- overlapping sounds, scenes and characters, recurring scenes
- deep emotional themes and disjointed memories mixed with Renton's internalized perception of others over him
Interview with Satoshi Kon
(link)
Interview with David Lynch
(link)
cliches in movie dream sequences
a list of observations from my research:
- all characters in films or on TV dream as if they were operating a camera on themselves.
- no one dreams or has flashbacks from their own viewpoint; they always see the action as an outside observer
- often times the characters find out that it was a dream only after it happened; there are little to no indicators in the scene itself that suggest surreal images or events
- the background sets are usually pretty realistic and cohesive