Bed Warmers-Game Play

If you are playing this game you can click at the start of the game to skip the intro. After testing we got bored of waiting for the 100th time and we thought people marking it might too…

Anton’s Attempt

Jev’s Attempt

Jack’s Attempt

Dimitri’s Attempt

All Options

Not really how the game is meant to be viewed but means you can get a quick overview…

Dropbox Download link

Download the zip file for the device you are using. Unzip and enjoy! (Note this product must not be used for emotional blackmail)



Bed Warmers – Testing and feedback

Our Reflections

Now that our interactive video has been constructed we are enjoying playing it through and exploring all of its different variations and plot paths. What we think we did well was building the world in which the character inhabits – playing / watching genuinely feels as though you are in the characters head, and the flow and continuity of the settings and items in the room are consistent and logical. Set pieces such as the gig, radio excerpts and photo album are entertaining and believable. There are a couple of issues, mainly tech related that could be improved upon in future. It was apparent that when using the radio (on the Mac version) that no radio tuner cursor appears until the mouse is moved, so it may not be apparent that the player should use the mouse to scan the frequencies. Another thing to note is that, being an app created in unity with the non-linear functionality of the radio tuner it is not possible to play the video in a browser, so all users must download the app. We have concluded that this is a worth while trade off as the file is available for both PC and Mac and is easily distributed due to the small file size, and the radio tuner is a crucial mechanism in our story so it is important that we did include it.

Play Testing

We also put the video in the hands of some people that had nothing to do with the creation process because as much as we enjoyed the experience, we knew what to expect and where to find all of the content. The first thing that we noticed is that the majority of players, no matter which route or outcome they finished on in the plot were intrigued by the setup, which was a good sign as our intention was to draw the player in with the introduction. Users were generally extremely keen to find the solution to the mystery, and would show genuine interest in making a decision, which we took to be a major sign of interactive engagement. Another common reaction was that most players, at the end of their plot journey would laugh heartily at the outcome, no matter which of the plot routes we took. This is interesting because we had been thinking of the outcomes as fitting into win/lose categories, however seeing as enjoyment has come from all possible outcomes, any outcome can be enjoyed by a player, and therefore can be considered a positive experience.  We found that a typical run through for a first time player was often quite quick, as they would very quickly pick an option that would lead to a conclusion. Although this did mean that our testers were successfully completing the story, we would find it meant that the majority of them were missing out on a lot of content which we would consider the most important / entertaining. This is something we have thought about improving for any future projects.

Social Media Test

Seeing as a download is required to play this game we thought it would be interesting to use social media to test it in a way that can be enjoyed by the casual online user. A Facebook Live stream was set up which incorporated the  video being played live by Niall and Ben and Facebook users could comment to suggest actions for them to take .


The live stream got 107 views and 38 interactions. Those who interacted were often passionately trying to give their view on which action should be taken, which was the same reaction as during the play tests. The key difference was that the nature of social media meant that the live stream was viewed by an audience we did not specifically have to ask to play the video, they were casual users who just had to click a link to join in with the experience. Another interesting point is that this setup meant that users could discuss (and argue) between themselves about what the next action should be. This meant that a video we had designed as a single player experience had become in effect a multi-player platform by being incorporated into social media.


Overall, we did well to not only achieve our goal of creating an engaging experience, but also having the unexpected result of creating a multi-player experience with multiple entertaining outcomes. We did notice that a typical play-through can miss a lot of content which we would look to change for two reasons. The first reason is that there is content that we believe to be the most crucial or entertaining, such as the radio excerpts or the festival gig.  Another reason to make this change is that if many users have a similar experience with the video they would be able to discuss this with each other and be able to compare notes on what happened to their character, sharing their enjoyment with others. To address this we would look to create ways that any user would eventually come across certain plot points regardless of the actions they took.  In future we would look to make similar projects more complicated, with plot routes which are purposeful dead ends and loops. We would build in more structures that prioritise certain pieces of content so that more than one option leads to this piece of content meaning that although a player may be moving forward through the plot, a change of behaviour is required to break the cycle and reach a desired goal.

Bed Warmers – Production/Post Production


By Niall

For the set of this film, we chose my bedroom – I live a pretty minimal life and don’t have many possessions, so it was easy to turn my barren room into a post-party hellhole. We collected the oddly large amount of alcohol in the house, scattered it around the table-tops, and threw around some old clothes. Hey presto – you’re life’s a mess in no time!



The Set



Andreas brought down his go-pro for the shoot, which was attached to a belt and wrapped around my chest. We thought about using a helmet for affixing the camera to me, but it just made me seem unnaturally tall with arms too low down my torso. The big light in my room was turned on to counteract the harsh light coming in from the window.

Ben’s makeup was a particularly funny thing to do – instead of real makeup, we used tacky face-paint, adhering to the traits of the try-hard party-animal student characters we created. It was quite horrifying really. More than quite. Especially when he rubbed ketchup on his chest and put tomato paste in his teeth. Yeesh.



Ben showing the girls how it’s done


For the ‘leave’ and ‘psycho’ endings, we GENUINELY dropped a go-pro out of a window. we had Andreas and Dom down in the garden with a sheet, ready to catch on my cue. It felt strange to be dropping hundred’s of pounds worth of camera out of a window so casually, but the result was ace in the end. It was a struggle to not get a shot of either the sheet or me sticking my head out of the window, but we managed it after i perfected my release.

The audio taken from the go-pro was fairly hissy and tinny, so we spent a couple of hours in the newton studios re-dubbing mine and Ben’s dialogue. We used our fave vocal set up – a sennheiser 441 and a U87 – to do all the lines and as usual it worked a treat. While we were in there, we hashed together three ‘radio broadcasts’ with each member of the team contributing to one. Ben and I made a Rick and Morty style advert for wigs, Andreas did a wacky music show announcement, and Dom did a BBC style news bulletin.


Post Production

By Ben Jackson

The game was made in Unity. Using the code that I spent too long trying to make work. But more on that later…

First I took the footage into Adobe Premiere Pro and edited each ‘scene’ as an individual subsequence this meant that I could quickly jump in and out of scenes as well as having a master sequence that I could use to check if the edits flowed properly. I also used the master sequence to add a colour grade over the project to give it a more cinematic feel over the washed out go-pro look. A slight de-warp was applied to make the wide angle lens effect less extream.


Screenshot 2017-04-28 02.00.52.png

The Master sequence with multiple paths as layers



Once the editing was done it was time to head back into the studio to dub over Niall’s dialogue, (see above) this was then exported from ProTools and dropped into the corresponding sequence. In ProTools, we added compression and a slight reverb to make the voice have that ‘inside your head’ feel. We also used ProTools for the music track at the start as well as the radio adverts. It was important to get all the clips to the same level so that the user wasn’t constantly having to change their volume, which would have broken their immersion. Finally, I exported each subsequence as an h.264 file ready to import into Unity.

In Unity, I added all the files to the project. This converts them into Ogg Theora format which makes them easier to play in the unity engine. This does mean a loss in quality, but from my own experience with games, quality is pointless without a good story. (*Cough* Crysis *Cough*). To enable the videos to be seen I used the old school method of using a cube to project the image on as a texture. This meant making unlit textures for every video file I had. Note the word ‘unlit’, the first tests I did, I ended up lighting and they came out sunset red. It took a whole night of panicking before I realised… The video textures are fired using a script called run.cs, which basically says when the scene opens to play the video. Then another script called ‘Wait.js’ waits for a programmed set of time and then goes to a different scene.  I use public ‘Vars’ or variables to set the time and destination so that I could reuse the script over rewriting it. Must like Bill Gates said “Choose a lazy person to do a hard job. Because a lazy person will find an easy way to do it.”

An interactive video that follows on automatically isn’t interactive

So to fix this I added the options scene. This is just the last frame of the clip behind some 3D text which shows the options available. This is again powered by a script that can be reused to go to different places. The script also accesses the “rend.material.color” function to change the colour of the text as the user’s mouse hovers over each menu item, I then added a beep tone to the mouse up action. These are both important as they give user feedback and helps guide the user through the game without needed extra text.  Much like the pull side of the door having a handle and a push side with a push plate. Rather than both having a blooming handle!!!

Next, I chose to tackle the radio scene. This took two nights to program and still is a little broken. But the effect was worth it. The effect uses the user’s mouse position to affect the X translation of the cube acting as the tuning stick. I then use X position to test whether the stick is over one of the channels (2,5,8). If they are the white noise is turned off and the radio show is played. There is a slight lag as the files swap over but this helps the user work out where the channels are so I kept it in. As the channel plays, I also enable the click function which moves the player to the next sequence. (This is easier to say than do, See below)


Screenshot 2017-04-27 21.32.10 copy

What my nightmares look like now


The final bit of coding was the camera which is just a slideshow cut up to act as a camera playback. This then cycles between images as the user hits the mouse button. At the start, if they choose to remember the go to ending ‘A’ but if they choose to go to the end of the photos they end at ‘B’. I also had to double back on myself as I realised that I disabled the mouse cursor during the radio scene so I quickly enabled the mouse after the radio scenes.

Finally, I made an over the top credit scene which we’ve all grown to love in ‘indie’ games. To do this I used After Effects to create multiple text layers and then automated a camera to move around the 3d space.  Vola a cheesy outro sequence!

The Code that was forgotten

Originally we added some background music to the piece this was done using an audio source than never got destroyed as the scenes changed. We then realised that it clashed with other music sounds so I automated the mixer to turn up and down a fader to kill the music. After all that work we decided to scrap the music completely. I left the code in as a little tribute to that one guitar loop.


RIP KillSound.CS


Gify.(2017)’ The Hunger Games'[Online] Available at: [Accessed 27 Apr. 2017]


Unity Manual. (2017) [Online] Available at: [Accessed up till 27 Apr. 2017]

Unity Scripting API (2017) [Online] Available at: [Accessed up till 27 Apr. 2017]

Jaws – Live @ Club Academy, Manchester REVIEW


After my partner’s friend decided not to go, i found myself with a free ticket to the JAWS show at the academy. I’ve never listened to jaws in my life, have no real interest in their niche and had loads of work to do, so naturally i ended up going. Me and Kira perched near the back door of the venue, staying out of the way of the endless tide of slightly drunk and far too excited teenagers that clumped to the front. It was pretty interesting to see how much energy these people had – even the house music being played before the band  was sang along to, like an arena rock encore with full cast. Even the crowds at Death Grips weren’t this rabid.

10 minutes late, the band made it to the stage, swiftly kicking into a song from their latest record (i assume). You can see why people like these guys – the song’s are hooky enough, they dress weirdly enough, and the lead singer isn’t that bad looking. He reminded me a bit of Frankie Muniz. I’ll let you decide for yourself if that’s a good thing or not.


The songs themselves weren’t really all that great – your usual indie riff over chords with some sort of vocal chant at some point. likeable enough, but not my thing. The set was solid enough however, with a good mix of deep cuts and hits. you could tell which ones were hits by how high the crowd was jumping. The mix was a bit odd – the drums were more than dominant and the lead singer’s guitar was oddly low, especially seeing as his reverb soaked strums seemed to be the backbone of all the songs. Nevertheless, the band was tight and decently energetic, and the drummer really held it all together perfectly. I can’t really slag them off too much – the crowd was loving it, the band seemed to be having a good time and even played my girlfriends favourite track from the first album.

One weird thing that happened was the encore; They just sort of left after a point. No goodbye, no thank-you, just sort of walking away from their instruments. they came back as expected a minute later but everyone in the venue was certainly puzzled by the nature of their brief departure. No-one really knew what to do for a bit. Lots of turning heads, not much applause or demand for them to come back.

Overall it was a good time. Fun to watch the crazy crowd, ignoring the odd choice of band to freak out too. If you like your indie simple, dreamy and energetic, i would recommend these guys, but not too much to anyone else. You’ll just be like me – feeling weird and a bit out of place stood at the back, making snarky comments about the shirtless guy trying his best to start a circle pit.



Mach speed!

For the past few years of listening to comedy podcasts I have heard tell of a mysterious event. Every now and then, podcasts such as Stuart Goldsmith’s Comedian’s Comedian and anarchic sketch group Pappy’s Flatshare Slamdown have released episodes from what has been referred to as ‘the secret welsh festival’ or ‘the unpronounceable comedy festival’.


Machynlleth Comedy Festival (or to save time ‘Mach’ pronounced like the coat) is set in an idyllic Welsh town on the edge of Snowdonia National Park, where comedy fans camp in local fields and see a variety of performers at a host of intimate local venues. This year a couple of friends and I decided would go and see for ourselves what its all about. We’ve got tickets to go the festival this weekend and we’ve carefully selected the acts to see – so here’s a run-down of some of my favourites.

Nick Helm


Nick Helm’s frantic yet tender on stage persona of a heartbroken wannabe superstar has evolved gradually over the years, and is now starting to be appreciated by many as he makes regular TV appearances on 8 out of 10 Cats does Countdown and has his own BBC sitcom, Uncle. His live performances however have a reputation for being outrageous, unpredictable and shambolic, and as the Machynlleth programme states he ‘has no idea’ what his live set will be, which I’m sure means we can expect much of the same.

John Shuttleworth

John shut

John Shuttleworth has been performing his self penned songs about pigeons, switching from mains to dessert and his Y-reg Austin Ambassador for so many years now that his creator Graham Fellows says he now doesn’t have to put any make-up on when preparing to play him, as he’ finally the same age as the character. This year at Mach he will be performing a set of hit’s which I’m extremely excited about because as a long time fan of his BBC Radio 4 show I cannot wait to see them performed in the flesh.

Pappy’s Flatshare Slamdown


The Midlands sketch trio have found a panel show format that only they could make work –  a show in which they, with two different guests each week must compete to avoid performing a household chore. Regular rounds include the ‘Flat Games’ (formerly ‘Flat Olympics’ before they received a complaint from Sebastian Coe around the time of the 2012 Games) ‘Beef Brothers’ in which Tom from Pappy’s plays his John Grisham defense lawyer character with bewildering commitment, and the show’s quickfire round, which due to Tom and Ben’s epic weekly jingles always ends up anything but.

This year’s festival runs from Friday 28th – Sunday 30th April


All images and information from: (2017). Festival Programme. [online] Available at: [Accessed 25 Apr. 2017].

Interactive Film – Pre Production & Planning

For our CMP group project, our initial goal was to try something different. Faced with three options, we quickly turned to interactive film.
We set up a meeting that same day and had a brainstorming session.
Murder mystery was the first feasible idea, we thought the simple concept would lend itself well as a balance to the complexity of interactivity. We played around with a few ideas, but ended up with something even simpler.

The main character wakes up in a room. There’s bottles and empty beer cans everywhere. He’s obviously feeling very rough from the night before.
There’s a bunch of objects in the room that might serve as clues to where he is, and why he’s there. As icing on the cake, there’s a woman lying next to him, and he doesn’t know who she is.

At this point the character stands up, panicking, the camera switches from 1st person view to 3d person, and he’s now faced with a series of decisions. This makes the basis for our project.

Screen Shot 2017-04-24 at 21.39.29.png

I personally have always liked the idea of mixing game and film. I almost find the story progression and cut scenes in games more intriguing than the actual playing, and I’m not sure I have the patience for a lot of films out there. This left me baffled for a few years… Not really knowing what was wrong. In steps Telltale games from California, and literally put to words what I’ve been after. Every single one of their games is heavily focused on the story, and the characters, but don’t think for a second you can sit still. Because if your interaction with the game isn’t swift enough your favourite character might die and not come back.

To make the interaction smooth, and to improve the feeling of the user experience –
we took direct inspiration from the aforementioned Telltale Games, which specialty is user interactivity-styled pieces of film (games).
A thing they do a lot in their games, and specifically in Batman: The Telltale Series game (Telltale games, 2016) is have a set of choices displayed over a screen that is moving slightly. The game won’t continue until you’ve made your pic 1.jpg

Another Telltale which is a good example is The Wolf Among Us game (Telltale games, 2013) where they offer the user small non-meaningful choices as the story progresses to enhance the experience. This will result in something happening, but not altering the meaning or progression of the story.cmp pic 2.jpeg

We wanted to include some of these styles of interactivity in our film, one plan for doing this was filming the character for 20-30 seconds, and finding an appropriate place to loop the footage. Serving as one place for the user to make a choice.

Another feature we wanted to implement was a slideshow type thing displayed on a camera. The player is supposed to scroll through the pictures, and can at any time right click move through. The twist is that there’s a situation that’s escalating in these photos, and if the player flicks through too many, he/she will be thrown into a completely different ending. By using different types of interactive features we’re hoping to immerse the viewer/player further into the experience.

For further immersion we made use of high quality audio throughout the game. We did overdubbing voices, we all did our own radio advertisements, and we even wrote a little intro song for the start of the film/game. We felt its important that we make use of our strengths, and audio production is something we’re all comfortable doing, so that influenced our final outcome for the better.

For ease when coding all this, we planned it all as sections in time, grid 1+2+3+4 corresponds to a certain order of things happening, every grid has its own set of choices that will alter the story, and even let the user experience different endings based on what choices he/she would go for.

Screen Shot 2017-04-24 at 22.00.41.png

This is an excerpt from our pre-production sheet, which was shared conveniently for the team via Google Drive. This is grid 2.1 in the story, where the user has made a choice to examine a radio. The idea is that scrolling through frequencies will play different radio messages, which will lead the user to a new place in the story.
This particular interactivity is more ambitious than just clicking through to the next bit in the story, we felt it important to showcase our ideas and the interactivity in different ways.

In the end we’re hoping all these things end up in a piece of enjoyable and playable content. By doing a lot of research and planning we’re confident we’ll achieve our goals!

Telltale Games, Batman: The Telltale Series, video game, PlayStation 4, San Rafael, California, United States

Telltale Games, The Wolf Among Us, video game, PlayStation 4, San Rafael, California, United States



This week I fulfilled a small goal I have been harboring for a while – I have gone and bought myself a year’s subscription to Pro Tools. Not wanting to start from scratch on a track I fished out an old uni project which, although won me a comfortably passing grade, I feel like I never really finished to my liking. It was a cover of seventies disco pop song Yes Sir I Can Boogie by Baccara- but with a twist of analog synth and distorted guitars, as inspired by Kavinsky’s Nightcall and much of Daft Punk’s epic Random Access Memories.  The point at which I abandoned (for want of a better word) the project was when I was trying to find a vocoder to use so that the verses would be sung by a robot voice. I never found a decent hardware or software vocoder I could use, so this week my search continued.

I firstly started by looking at Pro Tools’ marketplace for plugins, but to my amazement a search for ‘vocoder’ brought up no results. I suppose I could have trawled through modulation and synthesis options to see if they provided a synth which has a vocoder function – but I’m an impatient man and I wanted a quick result. I did eventually find a highly recommended option which was Morphoder by Waves, and although $29 seems like an absolute steal, my recent purchase made even this a little tight. And who can be bothered going to a bureau de change at this time of night? So I decided to look for free of charge options. It was surprisingly easy to find free vocoder plugins, and I very quickly found TAL-Vocoder (which is yours too if you follow the link). The only problem was that being a free VST it’s not compatible with Pro Tools, so I had to go back to my trusty Ableton Live, playing the vocal part through the vocoder, adjusting the settings, then exporting to Pro Tools to see how it sounds in the mix.


At first this seemed like a cumbersome way to work, but it became quite a neat little routine and I found I could very quickly get some results. Now, even as I speak I am being told that if I bother to try and mess with my folder structure settings and download the right software to convert it to another file type, and pray very hard and write a letter to my MP I can probably get it working in Pro Tools. But you know what – I like the idea of having Ableton as a little lab in which I can cook up some sounds to then export to Pro Tools to become part of the big picture. Like nurturing children in a little rural village, them sending them out into the big wide world to make something of themselves.


Image from: (2017). TAL – Togu Audio Line: TAL-Vocoder. [online] Available at: [Accessed 25 Apr. 2017].

The Lift Song – We’re Finished!

We did it team. The track is mixed, mastered and handed in – with an 85% grade!



Our song is finally completed and we couldn’t be prouder of it.

It’s interesting to hear the differences between the finished Pro Tools version and the original demo I did on Garageband – everything has so much more life and character to it. Thevocals really push the song too – Thanks to wordsmith Dom for the awesome lyrics, and Chris, who sung it PERFECTLY.

Here’s a quick comparison of the two versions. Even in the short introduction the differences are miles apart – Take a listen!

Our lecturers, Phil and Jos, were very impressed with the whole thing. Although Jos thought the bass was a little quiet, he was loving the guitar sound and drum performance. They praised us for getting such a full sound out of such a dry mix, and told us that we got the highest mark in the class! Smashing.


After the Assessment was done we took to Studio D to dub over some dialogue for the film. we used a U87 and a MD441 for Dom’s voice and got him to simply mimic what the character was saying on screen, as if it was an impression. We did about four takes of each line, all with different inflections and emotions, and put them in playlists for easy access.



In the second CMP film, I felt like I should show my more sensitive side. I wanted to make a video that had a strong cause so I cast my mind back to old charity adverts that were done in black and white and slowed down a little too much, with over dramatic title card over the top.  I also wanted to make a spreadable piece of content. To do this I looked at the groups I’m in on facebook and found that the group ‘Stagehand Humour’ had the best view to share ratio. It was then I realised that I could do a mic-dropping advert, as while in the mainstream media it has almost disappeared, for the people spending £400 every time it happens it’s still a real concern.

To create the advert I used multiple sources from all over the world so that everyone got at least couple of the references I make. I also originally just had proper microphone cleaning tutorials at the end but then I realised that the ASMR ones were much more over the top and fitted with the style of the video better. For the keen eyed viewer, you may notice that I start talking about the UK then switch to dollars and use an American toll number. This was because I was aiming to affect both markets.(And the phone number joke works better in the US format) Now is also a good time to mention why I’ve done the editing so badly and over the top. I’m sure you have all heard of a meme subculture call ‘ShitPosting’ despite the name they are rather brilliant in the fact they will share and enjoy bad videos the worse the better. (That makes sense right?) So I whipped out the speed correction tool in premiere pro and cranked it down to 10% at this point an old fashioned cartoon had more frames per second than I did. I also overdid the black and white levels and over saturated the ‘happy’ clips. This also helped me not get sued by anyone as it is very clearly a joke but also masks the fact that some clips were very low quality.



Now that I had the video I had to wait to release it into the world at the most effective time. Due to the fact, America had a bigger audience I knew I had to wait for 2 AM, which being a student was just in time for my tea! Once 2 AM hit I shared the video on my facebook page to several groups and cracked open a can of Irn Bru (Yes second-year PSVT does have a terrible addiction to it) and I joked to my housemates can I drink the can before I hit one hundred views.  One-quarter of a can later I had hit 200 views. I almost spat out my drink! From there onwards it rocketed up to 2000 views in the first hour, subsequent hours got about 1000 each. Which meant in the first 24 hours I got 25k views which by my very bias maths means that I was just 98% away from being deemed viral…  When using the Facebook Insight tool it becomes very apparent that I made the video to perfectly match my audience. 25-34 Year-olds were the biggest group with 18-24 not too far behind. I also can see that USA had the biggest audience followed by the UK. (Then the Netherlands which I don’t quite get)

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My one day of fame


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YouTube. (2017). ‘UFC 202 Conor McGregor Drops Mic After Ripping Diaz Fans'[online] Available at: [Accessed 7 Mar. 2017].

‘In a Perfect World’ (Dom’s Remix / Mashup)


From the outset I knew that for this project I wanted to do something akin to the videos I love which take television programmes and edit them i to change the meaning. One of my favourites is Armando Iannucci’s Time Trumpet (BBC 2 2006), which creates an alternative reality by taking programmes and re-editing them with original footage to make surreal situations. A more modern variation on this comes from and comedy duo Cassetteboy who make hilarious mashups such as Cassetteboy vs The Apprentice in which Alan Sugar appears to have gone mad, and asks his candidates for a kiss.


A deserving subject is important for a ‘send up’ video, so I decided to use footage of ITV’s The Jeremy Kyle Show. This is because I see Kyle as a Public figure who depicts members of the public in a way that suits his agenda. I thought I may be able to do the same for him. I decided to cut up footage to suggest that he is propositioning one of his female guests. In an early edit of my video a woman on the show was agreeing with Kyle’s obscene suggestion but I abandoned this idea as I didn’t want it to appear as though she condones his inappropriate behaviour. As a framework I decided that I would take footage of Channel 4’s Gogglebox and make it seem as though the participants are watching the JK episode and are reacting to it it.


The Jeremy Kyle footage was mostly in a lower resolution (480×854) than the Gogglebox video (1280×720) and although this does create a mismatch in quality it does reflect TV shows in which the main content is better quality than archive footage featured in the programme. Kyle’s lip syncing is mostly correct, however there are occasions on which the video does not match audio and this is visible, but I think this is acceptable because the purpose of this as in similar videos is not to convince the audience that this is a real piece of footage, but instead to satirise the original content. I found an episode of Gogglebox on YouTube which had suitable intro and ident graphics to use, and many reactions from participants for a good selection of cutaways.


The hardest element of audio editing was finding two parts of a phrase uttered by Jeremy Kyle which I could piece together for the crucial part of the dialogue, which makes it the most unrealistic sounding part of the piece. For the music I took the main theme tune from an episode of JK and segued it with the walk on music for another episode.  This transition is not very smooth but is similar to the style of JK’s official YouTube videos. For Gogglebox I recorded myself doing an impression of Gogglebox narrator Craig Cash as a voice over. I didn’t have access to a condenser mic so as a cheat I used the on board mic on my iPhone and a Shure Beta 57a dynamic mic and mixed them on Adobe Audition. To underline this I used the YouTube video of ‘Perfect World’ by ‘Kodaline’ (Gogglebox’s theme tune) as a bed.



YouTube. (2017). ‘Benefits Cheat’ Mother Accused of Working While Claiming | The Jeremy Kyle Show. [online] Available at: [Accessed 9 Mar. 2017].

YouTube. (2017). Glamour Model Granny’s Naked Pictures Stun the Audience | The Jeremy Kyle Show. [online] Available at: [Accessed 9 Mar. 2017].

YouTube. (2017). Gogglebox 2013 S02E07. [online] Available at: [Accessed 9 Mar. 2017].

YouTube. (2017). Jeremy Slams Hypocritical Mother | The Jeremy Kyle Show. [online] Available at: [Accessed 9 Mar. 2017].

YouTube. (2017). Kodaline – Perfect World. [online] Available at: [Accessed 14 Mar. 2017].

YouTube. (2017). Lie Detector Exposes ‘Love Rat’ Boyfriend | The Jeremy Kyle Show. [online] Available at: [Accessed 9 Mar. 2017].


YouTube. (2017). Cassetteboy vs The Bloody Apprentice. [online] Available at: [Accessed 9 Mar. 2017].

YouTube. (2017). Time Trumpet – Dragons Den – Cake Shield. [online] Available at: [Accessed 9 Mar. 2017].