Wednesday, 3 April 2013
Game Module|Shell House Concept Art
Ideas for the sea shell house. I've made four different versions based on the thumbnails (from previous post).
They're quite rough and sketchy. I've avoided going into deeper detail and polishing them more since I just wanted to get ideas down. Now I can easily compare designs. I've to admit I like something in each one of them and when start modelling I will probably move some ideas around.
Each of the houses is built on the wooden platform on top of the rocks. I'm planning to built 3 of those houses for the game level and join them with the wooden bridges. Rocks that are behind 3 of the house designs are to stop player from falling off the platform ;). They will be made with Unity terrain tool.
Also I'm planning on adding more signs with little clues about visited world.
Any comments/suggestions are more than welcomed :)
Game module|God Of War
God of War -massive game franchise, well known for amazing visuals and great gameplay. First released on PS2 (back in 2005) it became one of the most stunning games ever.
Since this module is all about scenery I've decided to look at some of the beautiful environments from God of War series.
Below few pieces of concept art I've came across on cghub.com:
Below a little thing I couldn't resist:
Well, I have a Cyclop obsession :) Nice design and model.found on cghub.
Since this module is all about scenery I've decided to look at some of the beautiful environments from God of War series.
Below few pieces of concept art I've came across on cghub.com:
- by Jung Park. Great use of perspective and values, well presented, amazing detail
- by Josh Kao. Very neat and detailed.
Below a little thing I couldn't resist:
Well, I have a Cyclop obsession :) Nice design and model.found on cghub.
Monday, 25 March 2013
Game Module|Initial Concepts
As the key emotion my level should evoke is calm I've decided to go magical/fairytale/fantasy route with my sketches.
First concept drawn in pencils. It is a little house hidden under over sized leaves (pea plants maybe?). It feels really magical and a bit misterious. I've also made another hand drawn concept of it, house was placed on top of floating rocks (a bit like in Avatar's Pandora).
Next step was to create a more detailed sketch of one of the shell houses. I used a Feng Zhu method - only lines and simple shades to mark shadows. I could easily spent another hour or so making it perfect and neat, bit oh well, I prefer it rough looking.
First concept drawn in pencils. It is a little house hidden under over sized leaves (pea plants maybe?). It feels really magical and a bit misterious. I've also made another hand drawn concept of it, house was placed on top of floating rocks (a bit like in Avatar's Pandora).
- little preview of it (as it is still unfinished)
Next step was to create a more detailed sketch of one of the shell houses. I used a Feng Zhu method - only lines and simple shades to mark shadows. I could easily spent another hour or so making it perfect and neat, bit oh well, I prefer it rough looking.
Game Module|Scenery Inspirations_02
Wreck-it Ralph is one of my favourite animation and the reason I've decided to include it in this module is because the action of film is set inside the video games.
Sugar Rush is my favourite level and it was my initial idea for scenery (but I think it is too sweet and cute to be used in a college module... almost 2 months of working with numberous shades of pink could be too much for my brain).
Below some concept art:
First few concepts were done by Ryan Lang, the bottom two by Helen Chen (matte paintings rather than concepts). I have to admit that those are very interesting concepts, scenery created only with sweets and hard candies is definately unusual and delicious.
Sugar Rush is my favourite level and it was my initial idea for scenery (but I think it is too sweet and cute to be used in a college module... almost 2 months of working with numberous shades of pink could be too much for my brain).
Below some concept art:
First few concepts were done by Ryan Lang, the bottom two by Helen Chen (matte paintings rather than concepts). I have to admit that those are very interesting concepts, scenery created only with sweets and hard candies is definately unusual and delicious.
Sunday, 24 March 2013
Game Module|Scenery Inspirations_01
Cghub is one of my fav places to look for inspirations and amazing concept art. Similiarly to the first module we did (fundamental one) this time again I've decided to search this website.
I'm looking for artwork that look a little bit stylised, maybe a bit cartoony, with interesting shapes and colours.
Of course there are tons of other artists work I will look at, like Feng Zhu, Kekkai Kotaki, Kenji Bliss, Daniel Dociu, Artur Sadlos ... to just name few!
I'm looking for artwork that look a little bit stylised, maybe a bit cartoony, with interesting shapes and colours.
- Stilts by fightPUNCH ( Darren Bartley).
- I really like those snail houses, especially colours and great use of textures, plus they have amazing amount of details.
- a small billage by ENrang (Jeon JongUk).
- Evening settings, wooden houses, indoor lights and overall calming settings.
- I could use a path with barriers as a way to stop player from exploring outside the level (perhaps with houses built on top of mountains?)
- WOW - Mists of Pandaria by Fabs(Fabio Barreta)
- Great aerial perspective, stylised mountains and contrasting red building.
- I've chose to include this piece because of overall colours and interesting shot, lighting of the scene (daytime is the harders to paint, since many things cannot be masks by strong colours or shadows)
- Halo 4 Spartan Ops motion comics by lordbiernac (Szymon Biernacki)
- Very stylised, amazing use of perspective to show the scale (characters are secondary).
- It is very similiar to the style I will probably do my concept art in as I'm fan of Szymons work for quite a time now.
Of course there are tons of other artists work I will look at, like Feng Zhu, Kekkai Kotaki, Kenji Bliss, Daniel Dociu, Artur Sadlos ... to just name few!
Game Module| Okage:Shadow King
Okage: Shadow King is a RPG game released in 2001 exclusively for PS2.
It's a very lovely, magical game, full of funny jokes and gags.
As this module main task is to design our own level I've decided to look at some of the levels from Okage: Shadow King. What I really like are bright, vivid colours and a bit stylised, cartoony looking architecture. Designs are very interesting and visually pleasing.
Barrels. Floating barrels supporting whole city construction.
Town - I haven't realised this earlier, but they've used barrels as planting pots. Starting to have barrel obsession now ;)
I've also decided to go with 'calm' word theme for my scenery, and I'll definately go back to Okage: Shadow King as a great source of inspiration.
It's a very lovely, magical game, full of funny jokes and gags.
As this module main task is to design our own level I've decided to look at some of the levels from Okage: Shadow King. What I really like are bright, vivid colours and a bit stylised, cartoony looking architecture. Designs are very interesting and visually pleasing.
Barrels. Floating barrels supporting whole city construction.
Town - I haven't realised this earlier, but they've used barrels as planting pots. Starting to have barrel obsession now ;)
I've also decided to go with 'calm' word theme for my scenery, and I'll definately go back to Okage: Shadow King as a great source of inspiration.
Wednesday, 20 March 2013
3000 words|Essay Task - Topic no 4.
3000 words essay task for Context of Practice 1
With reference to specific examples, to what extent can it be argued that, with ever improving digital technologies, visual style is more important than narrative substance in contemporary film making and/or games production?
With reference to specific examples, to what extent can it be argued that, with ever improving digital technologies, visual style is more important than narrative substance in contemporary film making and/or games production?
This essay will look at how the overuse of the
special effects in current, Hollywood big blockbuster movies, impacts the plot
(storyline) of the film. Movies that will serve as examples are James Cameron Avatar,
Michael Bays Transformers trilogy, Christopher Nolans Inception,
Neill Blomkamps District 9 as well as comparison between the latest Dredd
with the original version titled Judge Dredd.
Storytelling
has been tied closely with human history for centuries, stories were presented
in different forms, which include oral, written, and illustrations. However,
the way of presenting the plot is secondary, since the most important part
plays the plot itself.
'' A narrative text is a
text in which an agent relates ('tells') a story in a particular medium, such
as language, imaginery, sound, buildings, or a combination thereof. ''
(Bal, (1997),
p. 5)
Without
the consistent, solid plot narrative will suffer, therefore it can not be
simply disguised by breath-taking visuals. This statement can be supported by
following quotations:
''Plot development must be logical and smooth, with each
scene connected to the next by the continued presence of at least one character
on stage.''
(Altman, (2008),
p.321 )
''Historically,
definitions of narrative have been tightly tied to a particular type of plot.''
(Altman, (2008), p.2 )
Narration
in film evolved during the years, first closely based on the theather plays
later changing to more complex forms. It can be either restricted to one,
particular character, or omniscient, which is typical to melodramas and allows
a panoramic view of the events. Moreover it can be a mixture of both. In spite
of choosen form, the most important part is that the series of events are
logically happening. It is also important to remember that the ''Narrative require action.'' (Altman,
(2008), p. 11) and ''(...) narrative
commands our attention.'' (Altman, (2008), p.1)
Another
vital factor, that storytelling methods developed closely as a part of human
history upon which used media plays secondary role.
''Clearly, narrative exists independently of the
media that give it concrete form. Eminently trasformable, narrative has been
carried wherever human beings have gone. Applied to each new mode of
communication, narrative has remained ever present, ever up to date.''
(Altman,
(2008), p.1)
On
the other hand digital special effects, which can be also called VFX, are
purely created inside the computer software. The main goal is to produce an
illusion in which film viewers will believe.
It can interfere on a small scale in the presented world, or create a
completly new realm from scratch, using motion capture footage as referance, as
it has been seen in, for example, Avatar or Tim Burtons version of Alice
in Wonderland.
''The effects' usage in
the film is primarily to create a sense of versimilitude and reasonably
accurate visualization of scientific concepts (...)''
(McClean,
(2007), p.110)
Moreover digital effects are created with the
specific goal, task to provide a certain solution to aid the narrative.
‘’(…) the use of digital effects is considered to
be a goal- specific use of technology that is a fundamental part of the
production, not he postproduction process.’’
(McClean, (2007), p.9)
Big Hollywood studios often place their actors not in the real set or
location, but in front of green screen. Recorded footage is then sent to VFX
companies in order to, not only to build the world around the characters, but
also to change the physical look of the actors.
''Lola Visual Effects:
Digital Cosmetic Enhancements, a visual effects company (...) specialises in
making people look younger and fitter on the screen, digitally.''
(Rombes,
(2009), p. 151 )
There are numbers of companies specialising in visual effects and which we,
as a viewers, can somehow blame for this trend of degrading storyline.
Following quotation can support this point of view:
''(...) those most
responsible for the relentless absurdity of images on the screen work for
companies with names like Lola Visual Effects, Double Negative (...)''
(Rombes,
(2009), p. 150)
However,
as people working for those companies are simply doing their job, the equal
blame can be put on directors and script writers, whom, afterall, receive much
more limelight. Moreover, as the Internet becames more and more accessible,
viewers can share their very own analysis of the watched films, as well as
manipulate existing footage.
''The act of interpreting
a film, which used to involve simply thinking and writing about it, now
involves the physical manipulation of the film through its interface.''
(Rombes, (2009), p. 68 )
''The imaginary worlds of film often are
presented to us in establishing shots, and increasingly as fully CG settings.''
(McClean, (2007), p.207)
One
of the great examples of a movie that rely heavily on special effects is James
Cameron Avatar. Released back in 2009, it not only had the most stunning
graphics ever seen, but also became a ground breaking moment in CGI history
with extensive use of motion capture techniques and 3D presentation. It was
nominated to many Academy Awards and became the highest – grossing film of all
times. James Cameron stated that he started developing story back in 1994 and
have plans for the future sequels. In spite of the amazing visual effects, the
story of Avatar is weak and simple, which can lead to the question: why
the movie with such overused theme was developed for so many years? It can be
insinuated that, upon the complexity of the world, the most important part of
narrative got lost. Even the most mesmerizing and alluring universe cannot subsitute
the innovative and interesting story. Another danger that Avatar, as a CGI heavy movie, possibly felt into is the hyper
realism or, as we can also refer it to, uncanny valley. This terms describes
the point of when the viewers stop believing in the world created by DVFx
artists, as it becomes too futuristic and foreing. If the created settings or
characters felt not familiar by spectators, it will be difficult to relate to
them.
‘’Thus, things that look somewhat human, but are clearly not —
such as C-3PO (in Star Wars) or a Golem — produce an accepting reaction, while things that are very
nearly human, but just a little strange — such as a child's doll, a ventriloquist's dummy, or a clown — produce a negative response.’’
(http://tvtropes.org/pmwiki/pmwiki.php/Main/UncannyValley)
As
for Avatar, movie that is nearly three hours long, having a straight
foward plot concentrated mostly on a
main character saving a tree, can be very doubting. The suggested by James
Cameron amount of work spent on creating an innovative and captivating new
worlds, with its own ecosystems and history (fig.1), seems to be simply
wasted. The world of Pandora, planet on
which action of Avatar takes place, could possible offer the viewer a
way more deeper narrative. Moreover it offers a viewer a chance to relate more
deeply with alien characters, just like the main character get the ability to
control another body.
''The spectator is no
longer a passive, distracted vessel for ideological indoctrination; viewers
can actually witness representations of
themselfs absorbing movies.''
(Rombes,
(2009), p. 56)
Avatar also sets another important question of what
exactly is film nowadays, as it longer has a material form, inprinted onto
celluloid, but is a sequence of numbers written onto a disc.
''Today, as the interface
competes with film as a source of pleasure, the basic materiality of film
becomes unknown and invisible, a complex code known only to programmers and
engineers. In this regard, all film today is abstract.''
(Rombes,
(2009), p. 32 )
The explanation of why actors were used to play alien characters in Avatar,
rather than being created straight in computer software could be delivered with
folowing quote:
''The blending of
animation and motion capture often is used to persuade audience that what they
see is a human performance and not computer- generated animation.''
(McClean, (2007), p.59)
Motion capture became stable of
todays movie production process as it deliver the useful footage for
animators to study and use. Avatar is
the example of movie using motion capture to record actors facial movements
(fig.2), which were then used in animating natives of Pandora.
A
good example of the movie that not only has stunning visuals but also great
plot is, directed by Christopher Nolan, Inception. It proves that
creating amazing graphics did not have to affect the narrative, solid story can
benefit from greater visual library. Inception, in opposition to Avatar,
has an innovative and absorbing story. Moreover, it can be suggested, that
improved graphics helps the viewer understand the complex story better. Still
entertaining and visually pleasing, Inception is one of those movies
that, not only push the spectators into deeper reflections, but also stays in
theirs minds for years.
Storyline
of Inception can be confusing and a little bit difficult to understand,
yet the websites like www.inception-explained.com were created in order to guide the lost spectactors through the movie
events. Moreover, within the plot, the opportunities for VFX companies, like
Double Negative, were created. In case of Inception the digital effects
company had to aid the movie with the scenes that were impossible to record in
real life.
''The perception that the world we live in is
mutable space, and the space we reach for is a liveable mutation, informs our
storycraft and DVFx work to make this convicing within our lived experience and
our imagined future.''
(McClean, (2007), p.207)
Similiary
to Avatar, Inception was nominated to and won many Academy
Awards, as well as becoming one of the highest - grossing movies of all times.
A
good way that can describe Inception as an unsual blockbuster movies is
the following quotation:
''Here is a paradox of our
digital era: today's most radical and experimental moving images occur not on
the avant-garde edges of society, but rather in the Heart of the Beast:
Hollywood. It is in Hollywood movies – and in CGI blockbusters especially –
where the most bizzare, transgressive and experimental images and sequemces
lie, a radically refashioned understanding of the real.''
(Rombes,
(2009), p. 143)
DVFx provides the right solutions in Inception,
for example helps present a holding city scene (fig.3). The main narrative
concentrates mostly on a worlds creted within a dreams, upon which could be
only possible with digital software.
The
Transformers trilogy by Michael Bay is a modern live-action take, combined
with computer generated animation, on popular Hasbro toys franchise. The movies were released sequencially in
2007, 2009 and 2011, and became an
instant hit around the globe. There is a simple reason to why those films did
not require a strong, complex plot to become such a success.
''When a particular film is reprised in the form
of sequel it opens the way towards becoming a franchise – one of the most
lucrative and highly prized of Hollywood products.''
McClean,
(2007), p.171)
Unfortunately,
amazing visual effects cannot replace a solid storyline, which, in case of
those three movies, is very weak and basic, full of actions and unrealistic
explosions (fig.4). It can be argued that the original cartoon did not require
a good narrative to became popular. Yet, watching a set of movies that are
almost 3 hours long each, only for visual experience seems pointless. Narrative
side was reduced to the absolute minimum and does not require much of the
viewer's attention.
''In all likelihood,
neither the cinematography nor the DVFx are to blame for the story's failings.
The rewiever himself has identified significant number of factors that
influence a story's quality: poor structure, massive changes to fundamental
plot details in the adaptation from original source, poor premises, and
reliance upon spectacle as a substitute for action, character development, and
thematic resonance. ''
(McClean,
(2007), p.3 )
District
9 might be the movie
that stands out a little from the previously mentioned ones, as it does not
have a big and flashy special effects upon which it could possibly rely.
However, it has a great and interesting narrative, that can make viewers
question the current economic situation of the world. Moreover, with
documentary style of presenting the story, as well as with deeply drawn
characters, District 9 benefits from lack of complex visual effects and
simplicity. Futhermore it was mostly shot on locations, which cannot be
fabricated in studio settings, and with only little post production changes
added.
As
story is set in, more or less, presents it can be easily related to the current
events happening in world. The placement of the fictional camp for aliens, Johannesburg in South Africa, as well as signs
saying ‘’For Humans Only’’ (fig.5), points out the social segragation and race
problems. The use of some of the native african languages in the film, along
with a terms made for aliens, such as prawns, creates a richer
experience for the viewer. As the story
action is set in Africa it can be related to the current situation on this
continent – racial problems, hunger and slums.
District
9 is also a good
example of a low- budget film that, thanks to clever use of shots, can deliver
amazing narrative. It could be suggested, that the minimal use of special
effects, as well as the mock – documentary style of the movie, helps in making
it more believeable. Even with alien characters, District 9 is a perfect metaphore presenting the human violence,
war, hate.
The
perfect example of how the overuse of the visual effects can damage a movie is
recently released Dredd (fig.6).
It is a modern take on the old Judge Dredd. In spite of the fact that
the original version had simple, straight foward plot, still remained quite
enjoyable and pleasing to watch. Moreover, which seems to be typical for 80s
and 90s classics, viewer could relate more to the characters. In 2012 Dredd
was simple scaled to brainless gore, without making any sense, stripped from
the humor and with constant gun shots. Futhermore it lacks most of the acting
skills and clearly futuristic world. Constant violence that seems to be the
core and main purpose of this movie leaves the viewer either disgusted, bored
or amused.
''The spectacularity of violence is an important
distinction because DVFx brings a deceptive power to images of violence, one
that must have implications for spectators. (...) In other words, no matter how
'realistic' the violence appears because
of the skill in creating its
representation, a real- life experience of a violent event is unlikely to bear
any resemblance to the film portrayal, and the repetition of digital violence
can give a very false sense of what true violence is like.''
(McClean, (2007), p.223)
Another
crucial difference between the original Judge Dredd and latest Dredd
is the use of special effects. In a sense first movie seems to be using DVFx in
more cleaver and careful manner, upon which are sparingly used only where
necessary. Dredd not only creates its overhelming violence and gore
digitally, but also its worlds seems very unreal and out of context – again can
be easily described as, mentioned previosly, uncanny valley.
The
aim of this essay was not to clearly state wherever is right or wrong to use
visual effects in movies but to analyse current trends and visible decrease in
importance of the role of narrative. It is almost impossible to say to what end
constant progress in DVFx would destroy future cinematography, nor it can be
clearly stated that storytelling will benefit from it. This can be supported by
a quote from McClean book:
''The issue is that DVFx relate to the quality of
storycraft. Simply put, when used by skilled storyteller, DVFx provide
extensive new means of bringing images to the screen – images that thematically
and symbolically communicate the fundamental material of story.''
(McClean, (2007), p. 226)
As it was observed through, that many movies can benefit from use of DVFx,
which lies in solid narrative. Movies like Christopher Nolans Inception or Neill Bloomkamps District 9 can serve as the perfect
examples to support above statement. However, as many people points it out,
digital effects could be seen as distration from the main narrative of film, as
well as the tool to disguise some of the weak point of the plot. In that case,
the Transformers trilogy directed by
Micheal Bay, or both Dredd and Judge Dredd, can be a good example to
assist the previously stated theory.
Nethertheless, the future of cinema and good, narrative driven movies,
lay in hands of directors, script writers and DVFx artists.
Bibliography:
Altman, R., (2008), A theory of Narrative, New York, Columbia
University Press
Bal,
M., (1997), Introduction to the theory of narrative, London, University
of Toronto Press McClean, S. T. (2007), Digital Storytelling The Narrative
Power of Visual Effects in Film, London, The MIT Press
Powell, H., (2012), Stop the clocks! Time and Narrative in Cinema,
London and New York, I.B.Tauris
Rombes, N., (2009), Cinema in the Digital Age, London and New
York, Wallflower Press
http://tvtropes.org/pmwiki/pmwiki.php/Main/UncannyValley
Avatar (2009)
District 9 (2009)
Dredd (2012)
Inception (2010)
Judge Dredd (1995)
The Transformers (trilogy)
Tuesday, 19 March 2013
Maya Tutorials|Creating UV maps & crates
Crate I've created by following UV mapping tutorial.
I went for funky, vivid colors as the level I'm going to create will be very stylized and cartoony (game wise think a bit of Spyro mixed with Rachet and Clank + Rayman + Sly + Psychonauts + Okage: Shadow King ;) )
- basic cube model with added texture (which I've quickly created in Photoshop)
I went for funky, vivid colors as the level I'm going to create will be very stylized and cartoony (game wise think a bit of Spyro mixed with Rachet and Clank + Rayman + Sly + Psychonauts + Okage: Shadow King ;) )
Labels:
3D,
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DFGA,
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Leeds College of Art,
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modelling,
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Monday, 18 March 2013
Unity Tutorials| Terrain Tool
During this session we were introduced to the terrain tool in Unity.
Tools sets for creating terrain are quite simple and easy to use.
Below steps of my first ever play with it:
Tools sets for creating terrain are quite simple and easy to use.
Below steps of my first ever play with it:
- started with creating quite random mountain shapes
- added water and some textures
- palm and banana trees added :)
- added wind zone
Labels:
DFGA,
game module,
Leeds College of Art,
OUDF406,
scenery,
unity
Sunday, 17 March 2013
COP Task 3 - BAF experience
For this task we were
asked to write a short review of overall experience at BAF or other
particular session.
Bradford Animation
Festival is an annual animation festival that takes place in mid
November, in National Media Museum in Bradford. Latest edition
overlapped with Leeds Film Festival and Thought Bubble – a comic
convention, which is also held in the heart of Leeds. Another bitter
suprise was unreliable train service between Leeds and Bradford as
well as festival schedule being too intense and with some interesting
events overlay each other.
This year the content
of the festival was split into two sections - BAF Games talks and
presentations shown first, and Animation Festival part next.
Animation industry grown so largely during last few years, that is
actively taking part in producing games and creating special effects
in the movies. Simply, todays 3D animation techniques can be used in
game videos or in films. Moreover, the difference between games and
animation dissappear as many of its aspects overlap and blend.
Still, with some of
the BAF Game events timetabled between animation ones, which gave a
good variety of talks, presentations and events to attend. Just to
name few great speakers, that attended 19th edition of
BAF; Mark Shapiro from LAIKA, Will Becher from Aardman Animations,
Vanessa Boyce from Double Negative and Valerie Kausen – Chuck
Jones' granddaughter. Also, during the festival animated feature
films, like ParaNorman or Brave, were shown.
One of the greatest
parts of BAF was the opportunity to listen and talk to those amazing
professionals. Mark Shapiros presentation on ParaNorman production
pipeline was very interesting. When it comes to stop motion
animation, people usually doesn't realise the amount of hard work
that goes into making them. Mark Shapiro talked about the production
processes, difficulties the team had to overcome, use of 3D printers
in making facial expressions for puppets and number of people
involved in project. The presentation was followed by screening of
ParaNorman in 3D and presentation of puppets.
Another exceptional
talk was given by Vanessa Boyce from Double Negative – a company
that specialise in VFX effects for big blockbuster movies.
Presentation concentreted mostly on development of visual effects in
latest Total Recall and Inception, diffuculties,
challenges and tools used in creating process.
Still, even with this
great number of incredible speakers, Student Panorama shows were
really popular, containing selection of work from students around the
globe. Those short animated pieces were created in different
techniques and concentreted on variety of subjects, from funny and
adorable stories to the more deep ones.
Valerie Kausen
presented some of the greates pieces done by Chuck Jones.
Traditionally animated pieces that are 60-70 years old still look
great. Also, a selection of Chuck Jones shorts was shown during the
event.
Bradford Animation
Festival was packed with interesting content and is definately worth
visit and with this year 20th edition even greater things
can be expected. It is festival not only addressed to the young
creative animators, but to every person interested in digital media,
visual effects and game development.
COP task 2 - summary of the given text
This task goal was to
summarise the main point of the 'At the Edge of Art' text by
J. Blais and J. Ippolito. The given part of the text look at the
roles and functions of art in ever growing digital age. It is
combining an art and biology terms together. Moreover it refers to
art as an antibody and to the fast evolving technology as a virus.
As is mentioned in
text, todays artists prefer to be called designers, scientists,
enterpreneurs or activists. The different breed of the artists is
emerging as the result of the shifted interested in digital media
rather than in its traditional forms. Moreover ''the death of the
author'' can be observed; use of new tools leads to the
evolutions of art.
''The starts of
this extraordinary new constellation tend to be biologists,
engineers, designers, and hackers rather than the newest crop of
fine-art graduates, and they wield powerful twenty-first century
tools such as DHTML or Webcams rather than ninteenth-century palette
and brush.'' This breakthrough wouldn't be possible without the
Internet which draws ''this audience into creative process''.
Nethertheless the power of Internet, which in text is reffered to as
new lifeblood, can bring wider audience and can be called a global
culture blender. In spite of the dangers that can be acquired through
the web, Internet filters can be compared to the vaccination. The
tools used might changed but the purpose of art haven't, which Oliver
Toscani proofs by his actions and analogy to Caravaggio.
However there is a
constant fear of the fast improving technology to which authors refer
as virus. Similiarly to them ''digital technologies are constantly
mutating''. Still it is art that offers an important check on
technology's rise. However, opposite to the biological system,
people are unable to fully predict the consequences of rapid grow of
technology. It is art task to keep up with the changes and adapt its
functions as ''art is accountable to the social body as antibodies
are accountable to the biological one''. Other functions of art
as antibody are recognition and perseverance – it can engage
attention and is unable to harm the society – unlike the
technology. Nowadays, thanks to the Internet, art can also develop
outside the art world and on larger scale. Still ''the
identification of art and antibody has its limits''. It may not
acquired some functions fully but it is more directed than, compared
again to the biological term, genes. It could be suggested that art
reminds more of ''immune system of human population''. Moreover
art can ''challenge
local phenomena or institutions'',
protect the human society and develop thanks to the multi cultural
stimulation. Exposing art, rather than protecting it from foreign
agents, helps ''transferring cultural memory''.
The comparison between
art and biological system can help illustrate the trends and changes
in todays creative world. The digital artists are able to present
their's work on the gallery walls as well as traditional pieces can
be easily found on the Internet.
COP task 1 – Moving Image Analysis
For this module we were set a group
of different witting exercises.
This task goal was to write a short analysis and comparison of two pieces of film: Tony Kaye, Tested for Unexpected (1993) and Anton Corbijn, Atmosphere, song by Joy Division (1988).
This task goal was to write a short analysis and comparison of two pieces of film: Tony Kaye, Tested for Unexpected (1993) and Anton Corbijn, Atmosphere, song by Joy Division (1988).
The main differences between
those two short films are the purpose of each one of them as well as the way
they are made – Tony Kaye’s video is full of warm colours and strong light
while the Anton Corbijn is simply black and white.
When it comes to analysing the first piece is very important
to point out that its main role was to serve as an advertisement piece for
Dunlop tyres. It portrait a certain type of lifestyle; high class; which can be
achieved by buying an advertised product. Nevertheless of the purpose of that
video, it was made in a very artistic and sophisticated way, which is rare for
the commercial video. Moreover it is
full of metaphors and deeper, hidden meanings. The use of warm colours and
strong light as well as unusual settings made people interested in this advert
even thought is very difficult to understand.
The music plays a very important
part as it connects with what happens on the screen. Song used is psychedelic
and powerful. Also lyrics of the song are very subtle and hard to understand.
Interesting is the fact that
there are many connections between product itself and parts of the set and
costumes, for example it can be assumed that the overweight guy is representing
the soft tyres or link between rubbery costumes that characters are wearing and
advertised product.
Although this advert was made 20
years ago still it remain powerful and doesn’t age quickly. It tries to
portrait the tyres as a product that can make consumers lifestyle more
sophisticated. However it seems to be hard to understand and follow which
probably left many viewers very confused.
Anton Crobijn created Atmosphere video for Joy Division song.
As mentioned before, it is a black and white video but memorial piece too. It
was set on the beach, seaside. Moreover is full of long shots of landscapes.
Figures are wearing a monk like costumes and take part in some sort of ritual
march. They’re caring a picture of a man who had committed suicide. Use of
black and white and very slow, not fluid movement of figures makes this piece
gloomy and sad. Also contrast of this video is low, very grey and grainy.
The music is taking interest away
from the video as well as it is quite disturbing. There was a controversy
behind Joy Division name as it connects to World Wars and SS squat.
Opposite to the Tony Kaye’s video
Anton Corbijn piece target audience are Joy Division fans. Also it is more
personal. Moreover the second piece look very old.
Summarising, although those two
videos were made for different purpose, use and target audience, both hold
artistic values, multiple meanings and deep symbolism. Soundtrack plays an important role in both of
them.
Wednesday, 6 March 2013
February Sketchbook Challenge Recap
Since its March already I thought it will be a good idea to highlight some of my sketches for FSbC.
February Sketchbook Challenge (FSbC) was created by Wojtek Fus, friend that I know from Max3D forum. Idea was really simple - one sketch per day submitted to facebook group.
Group gone viral, many people joined (thats include Sacha and Chris :)), many great sketches were produced. Moreover it kept everybody motivated to sketch everyday.
Below few of my favourite entries
I've tried to draw a variety of things, from cartoony, cute characters to still life studies. You can see all my daily sketches here.
Joining group like that, first of all, is really motivating and, second, good for networking. You never know who could join a group - it could be a awesome concept artist you admire or a future client/studio. So, even if yours drawing skills aren't great - still join! Improvement guaranteed;)!
February Sketchbook Challenge (FSbC) was created by Wojtek Fus, friend that I know from Max3D forum. Idea was really simple - one sketch per day submitted to facebook group.
Group gone viral, many people joined (thats include Sacha and Chris :)), many great sketches were produced. Moreover it kept everybody motivated to sketch everyday.
Below few of my favourite entries
I've tried to draw a variety of things, from cartoony, cute characters to still life studies. You can see all my daily sketches here.
Joining group like that, first of all, is really motivating and, second, good for networking. You never know who could join a group - it could be a awesome concept artist you admire or a future client/studio. So, even if yours drawing skills aren't great - still join! Improvement guaranteed;)!
Monday, 4 March 2013
Context of Practice|Practical|Research
For this module brief we were asked to produced a visual representation of the topic from ours seminars/lectures that interested us and practically apply that knowledge and understanding.
I've really enjoyed A History of Type lecture and it's something that interested me. I've decided that I will be a good topic to work on for this part of a brief.
How I'm going to present it?
-short animation
-series of posters or comic book strips, possibly moving (Final Cut Pro for editing)
I'll try to present how the message can be affected by use of bad type face.
twixl chalk movie from Soon on Vimeo.
Behance project
SUPAKITCH & KORALIE "Euphorie" Paris from Raphaƫl Hache on Vimeo.
Another interesting examples connected to the theme of my artefact:
I've really enjoyed A History of Type lecture and it's something that interested me. I've decided that I will be a good topic to work on for this part of a brief.
How I'm going to present it?
-short animation
-series of posters or comic book strips, possibly moving (Final Cut Pro for editing)
I'll try to present how the message can be affected by use of bad type face.
- important installments that can affect the message or the tone of it: typeface, colour, placing, spacing, size, meaning, use, purpose: official, unofficial.
twixl chalk movie from Soon on Vimeo.
Behance project
- hand-drawn typography on the black board.
- lettering examples by Sean McCabe
SUPAKITCH & KORALIE "Euphorie" Paris from Raphaƫl Hache on Vimeo.
- great use of typography together with the artwork
- typography mixed with graphic image by Antonio Rodrigues Jr
- a great example of use of typography on the posters by Ale Paul
Another interesting examples connected to the theme of my artefact:
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