Edge Magazine’s End of 2012 Award Round Up… a round down.

•December 18, 2012 • Leave a Comment

If you want to see what one of the more erudite and informed magazines on the subject of Interactive Tech and Games development has to say about the years gaming offerings, perhaps catch up on some things you’ve missed, just get your self over to Edge Magazine’s End of 2012 Award Round Up

Meanwhile, I thought I’d shortcut the process a little with my own bias and scout through THEIR list myself and pick MY top FOUR moments from within that… (see how we spiral into redefining meta-loops, do you see? Internet Remoras that we are…)

So skipping straight past their mainstream fave at number 10 to their number 9 placing

I loved both the look and premise of this game from developer Thatgamecompany

I guess it put me in mind of ICO – the same game makers that created Shadow of Colossus and the ill fated The Last Guardian (drops to knees and waves fist at the heavens…”WHY!”)

The seeming obsession on the part of the developers with empathy as the primary co-op behaviour appealed to some of my changing sensibilities beyond gaming.

JOURNEY – warning some of the links and video links may contain SPOILERS.

Watch Game Informer editors Jeff Cork, Matthew Kato discuss the game with Dan Ryckert HERE:

Format PS3 – Publisher SCE – Developer Thatgamecompany

So, once again jumping ahead and moving past Edge’s number 8 choicenumber 7, number 6, and through to this at number 5.

Terry Cavanagh‘s latest game puts me in mind of a frenetic elaboration of those skull swelling Wii games like Big Brain Academy’s “Which Is The Same” though perhaps more of the experimental/retro, just damned “alternate-universe stylish” looking challenge of Kokoromi‘s SUPER HYPERCUBE, which if you’ve not seen check out these links via Renaud Bédard’s blog.

Super Hypercube is probably similar on many levels to a totally stripped down obstacle laden racer, just de-packaged in classic “Who”-titles bashing, hypnotic-trance inducing, geometric feedback loop of raw gaming with no graphic fluff.

Great to see something so left of field in there…

I’m not a racing game fan per se but seeing this title in here at number 4 made me hunt around a little for what made it so popular with the reviewers and the fans and it was worth doing if only for this video review from back in April where Chris Watters and Tyler Winegarner from GameSpot took a look at some of the Mod’ed levels.

Here’s what they found – well worth a watch, some clever ideas relating to gameplay, physics and generally messing with gamers heads, by combining and creating hybrids of existing ideas floating around in here.

Official Site – http://www.redlynx.com/trials-evolution

More skipping, this time past number 3, with a brief pause at number 2 to take a look at the only old-school platformer in the list (and this high up!), despite it’s IP lawyer baiting, Lucas-Hero snaffling protagonist this seems like a fun a rewarding enterprise. Northernlions review BELOW will give you the gist (though he does use some of those words you cant use on television – unless you’re HBO – so be careful out there, I know how sensitive you are).

I liked some of the irreverence of the gameplay elements, especially those that revolve around the demise of the characters via various traps, the randomly generated levels would be something interesting to look at further regarding development interest. Overall it put me in mind of (despite stylistic differences) the similarly quirky Cletus Clay, but it’s retro arcade feel lacks the sophisticated atmosphere that I admire in neo-arcade platformers/sidescrollers like Playdead’s Limbo.

Which brings us to Edge’s number 1.

Ah hell, I’ll leave you to look that one up.

But while we’re on the subject of games and Edge, I found these interesting:

Free To Play Ben Maxwell

Pink Versus Blue 1Giordano Bruno Contestabile

Pink Versus Blue 2 Edge Staff

Yippie-ki-yay…

•December 12, 2012 • Leave a Comment

So, another one…

I’ve included the sketchbook notes and an abandoned alternative… I’m sure you can figure out what its for.

The colours are a little Kill Bill, but you can forgive me for that as the DIY bomb that Willis drops down the elevator shaft kills the terrorist James played by ex-boxer Wilhelm von Homburg, thereby Killing Bill… Oh come on!

Die Hard (low res - small)

Apologies for the paraphrasing/misquote.

Sketches below…

Die Hard Sketches

Plus an unfinished alternative…

Die Hard 2

The Whole “Facebook want all my stuff, and for free!!!” vs. “Well you signed up for it, you should have read the small print dumbass!!!” furor…

•November 27, 2012 • Leave a Comment

If you over farm or over reach for any product you’ll lose the ability to access it in the future.

Fish, trees, water… there is a bell-curve of possible exploitation.

That model can probably be carried across to the arguments that surround the demand for cheap (read free) content that helps create viable advertising spaces on the internet.

comment posted (on a much earlier posted image) last night

The hoohah I seemed to have got caught/swept up in by re-posting the above (yes, somewhat naively) is part of this…

i.e the “Facebook want all my stuff and for free!!!” vs. “Well you signed up for it, you should have read the small print dumbass!!!” furor.

Here’s the link that explains it all in a not as “patronising and still somewhat missleading classic internet-troll way” (at least as the other cut and paste response that seems to be circulating at the moment), that with a little faith in human nature should alleviate your fears about your precious stuff…

See, Facebook just (as their Twitter profile* states) Give “people the power to share and make the world more open and connected”. In the best case scenario they just want free reign to share the images YOU choose to post, just as you agreed to let them… i.e if someone, a friend of yours re-posts a pic or video of a party you both attended onto your mutual friends page, this agreement just stops Facebook being sued when you all fall out over that girl you where all talking to in the video and suddenly one of you wants it removed and calls their family lawyer.

*why the military aircraft as the backdrop?

It’s not like they are going to deny of your rights to earn money off of work you created by effectively stealing your work and denouncing your prior right to declare your ownership of that work and your intellectual property rights over it. Or give your stuff to people without telling you… The wording does not expressly say that does it?

Of course… it could still have wider, more long-term implications, not so much for your family photos and those video of your dancing dogs…

But perhaps for issues such as this – or more importantly THIS:

Brad Holland a world renowned commercial illustrator takes up the story – (this is a few years old, and the story has moved on a little – you’ll note sevral sites and articles discuss the Bill in the past tense for example – so you might want to check out this report for yourself, and follow where it leads – i.e. the digital works papers shuffling about in the UK government offices).

This excerpt is particularly poignant …and I quote:

“The War on Authors isn’t new. Dickens, Victor Hugo and others were vilified for promoting copyright law more than a hundred years ago. What’s new is a technology that tips the scales against authors**.

Visual artists opposed the Orphan Works Act because it would impose a radically new business model on the licensing of our property. It would let giant image banks access our commercial inventory and metadata and enter our commercial markets as clearinghouses to compete with us for our own clients. I can think of no other field where small business owners can be pressured by the government to supply potential competitors with their content, business data and client contact information – all at their own expense.

Google and other large database, advertising and search engine companies clearly have a major financial stake in the weakening of copyright law through new legislation. The Orphan Works Act, if it should ever be enacted, would solve the problem that has vexed so many start-up Internet companies: how to make money by giving away free content. By opening the door to potentially billions of “permitted” infringements of protected copyrights, this legislation would allow big Internet companies to create entirely new business models by licensing content they don’t have to pay for — through the digitizing, archiving and monetizing of the intellectual property of ordinary citizens. If this legislation were to pass, its consequences would be far-reaching, long lasting, perhaps irreversible, and would strike at the heart of art itself.”

**read “creatives & makers” of all types/artists/musicians/film-makers/illustrators etc.

Holland is featured in the documentary, “Citizen 3.0 Copyright, Creativity and Contemporary Culture,” available at www.kinobserver.com and his article, “First Things About Secondary Rights,” published by The Columbia Journal of Law and the Arts is available at weblog.ipcentral.info/holland_ColumbiaLaw.pdf – Holland’s blog, Poor Bradford’s Almanac, can be accessed at http://www.drawger.com/holland/?article_id=9022 © 2010 Brad Holland

It’s the above links that probably made myself and a whole bunch of “generally sane and savvy creative types” jump at the chance of someway of expressing our wish to be at once, both part of this “community” (a good thing) and able to retain control of our creations/work.

Just saying to us (and I assume there is a fair few of us) that “we agreed when we signed up” like some slick suited lawyer doesn’t make it correct, right, acceptable or more importantly, any more ethically sound.

It is in fact a con-trick, slight of hand (or small print), no different in the long run from the guys who masquerade as one thing (the service providers of a social network and ‘community”/a gas man) and turn out to be another (an free content collector for big business/a bogus gasman and thief), and therefore sits on the morally dubious side of the “nice doing business with you” fence.

It will always come down to “what’s right” vs. “what will earn heaps of cash for shareholders”… always has.

Yes, yes… I could delete my account (and I have deleted some images) but I’ve been on Facebook for several years now and its a great way to keep in touch with family and friends all of whom are spread about the globe. So why would I? Are you telling me that Facebook aren’t hedging their bets with this one on similar attitudes…

Facebook is a great product, that I use for FREE… just as is Google… so why shouldn’t I give a little?

Besides the threat of miss-use seems slim at the moment, but like Mr Holland I wonder where it is going and how long before I have to remove everything “I” have created (you can talk-up your re-mix culture all you want, but remember, some of us are still able to create as well as re-mix) from the internet in order to protect my ability to earn money at the very thing I trained for many years to do.

I don’t want to remove it all.

I want to share my images.

I want to use the internet to show people what I can do and love doing, and perhaps to then engage some of those people to work with me on commercial creative projects.

If you don’t believe me look! I actually advocate the practice!

But hey, how naive am I? Right?

Every man for himself, I guess that how some of you like it… well, wait until the power starts to run out… and they start putting up the price of energy products… oh wait…

g.

I’m not even going to get into “US gov agencies not having to try anymore to get info on yous because your giving it up to them wholesale via social networking” conspiracies…

Y’all can play with that foamy-mouthed monkey yourselves.

One ring to rule them all…

•November 21, 2012 • Leave a Comment

I’m sorry guys but it seems right for Warner Bros to be sued over the LOTR (online) Slot Machines.

I remember reading the books when I was in my early twenties, and despite being a typically cynical young man the books moved me with there (somewhat old fashioned) tales of brotherhood, and the search for an inner peace.

The films echoed that, their creative teams trying to appeal to fans of the books, who no doubt like myself and others succumbed to Tolkien’s moral tale that raised up the idea of brotherhood and “humanness” over avarice and greed.

Then comes the merchandising parade (oh, George, you have a lot to answer for…)

All the fake tattoos, and character photo emblazoned mugs are one thing, but a item that tries to encourage gambling smacks of a plot to “corrupt the hearts and minds of men”.

This idiotic greed is reflective of stereotypical marketing types and clearly shows the distance between those departments and the old school creatives who went out of their way to shape an “authentic” adaption in the spirit of the highly moral original tale.

Like JRR’s elves being turned and twisted into their dark reflection by the dark lord, the, at times excellent, merchandise (some with real credibility; extended editions with making of’s, beautiful photo and design books etc) has here overstepped the mark, becoming part of a ‘Sauron’ic plot to do no less than “corrupt the hearts and minds of men (or insert actual demographic of online gamblers here)”.

The one ring to rule them all clearly remains the ring of the cash till…

(and that might even include those who sue for profit, the inkling will be rolling in his grave no doubt)

Visuals For Symposium – Masters Degree

•November 7, 2012 • 1 Comment

 

 

 

 

 

https://apopheniainc.wordpress.com/wp-content/uploads/2011/12/imag3435.jpg

 

 

 

 

 

……
A project that can act as a lens through which I can study and perhaps measure what I have proposed.

https://apopheniainc.wordpress.com/wp-content/uploads/2011/12/imag3431.jpg

Games Design – Pre-Blocking your Level – Design Process

•November 6, 2012 • 1 Comment

Just a quick production visual done whilst discussing pre-production techniques with a games student who wishes to move into Environment Design.

Before getting down to pencil layouts of a level a quick sketchup model in which you throw all the basic elements of the brief can help visualise what you need to detail further, or lend ideas for obstacles and aids to player game-play.
In this case, a shanty town on the edge of a city in the Indian sub-Continent/South Asia. The basic elements being The Shanty Town itself, the Hill it situated on, a Modern Flyover, A Train that splits the level and acts as an in game barrier, and some war-torn, part destroyed building in which the goal is hidden.

I think creating this simple visual helps keep you on target regarding the simplicity of a level’s basic structure and/or a tool (something to scribble over) to evaluate further game-play elements, additions etc.

Model built in SketchUp, finishes in Photoshop.

Apologies for the uncredited ref (this is not a client facing document, simply an internal/personal ref sheet).

Various Creative Briefs (Games, Animation, Illustration, Graphics etc.)

•November 5, 2012 • 3 Comments

This post will remain a work in progress linking to the various creative briefs I have posted over the years and should be accessible by search and via the Sidebar on the Front Page.

0 – DRAWING EXERCISES – ALL SUBJECTS

001 – Perspective Drawing / Environments Mini-briefEnvironment Art/Props and Objects/Narrative/Drawing Skills

002 – Drawing the Human Figure from The Imagination – Mini Brief Characters/Figure Drawing/Drawing Skills/Narrative

1 – GAMES DESIGN/INTERACTIVE MEDIA

001 – Board Game Mini-Brief – Age 10+ (with support), ideal as an ice breaker or a portfolio project for an FE & HE Games Design/Interactive Media interview.

002 – The Street – Parts A, B, C; plus Part D (follow previous link) – Looking at developing production design skills in students while developing 3D (architectural) asset modelling skills (Research/Observational Drawing/3D Modelling/UDK implementation).

003 – Concept Art – Self Initiated Brief Generator – Btec Level and above.

004a – Concept Art For Games (& other entertainment media) – BTec Level 3 or above.

Example response 001

Example response 002

Example response 001

005 – Game Concept Generator – Pitch Practice/Rapid Idea Generation/HUD or GUI for games application etc.

006 – Character Design  Mini-Brief 014 “Multiple and Diverse Character Design” – Two Briefs looking at developing a range of characters that are aesthetically, culturally and age/gender diverse. Character Design/Concept Art/Human Anatomy

007 – 3D/Concept Art – Mini-Brief 015 “Roof Space” –  Concept Art/Environment Art/3D Modelling/Props and Objects.

008 – 3D/Concept Art – Mini-Brief 016 “Library” – Concept Art/Environment Art/3D Modelling/Props and Objects.

009 – 3D/Concept Art – Mini-Brief 017 “Bridge” – Concept Art/Environment Art/3D Modelling.

 …

ANIMATION

001 – Mini-Brief 011 – “Google Doodles” – Quick Response/Showreel Builder

ILLUSTRATION

001 – Single Illustration development Mini- Brief 002 – “Their Pride & Joy…Thumbnails/Composition/Drawing Skills/Narrative

Example response 001

002 – Mini-Brief 011 – “Google Doodles” – Quick Response/Portfolio Builder

3D DESIGN

001 – Full Brief 001 – “Adaptation” – Potential full-scale project (with possibilities to limit project scope)

002 – Full Brief 001 – “Event”- Potential full-scale project (with possibilities to limit project scope)

003 – Full Brief 001 – “Space”- Potential full-scale project (with possibilities to limit project scope)

004 – Full Brief 001 – “Environment” – Potential full-scale project (with possibilities to limit project scope)

GRAPHICS

POSTER DESIGN (Illustration & Graphics)

Concept Art for Games (and other Entertainment Media) Brief.

•November 5, 2012 • 2 Comments

The Brief below was given to Level 3, Year 2, Btec Extended Diploma Students – All of whom had chosen the course and its leaning towards Design for Entertainment Media.

This project allows the student to explore the work and process of Concept Artists in the Games Industry (amongst others) and to develop vocabulary, skills and good practice related to this field.

The transferable nature of many of the skills sets looked at in this project are discussed allowing students to see the wider value of this project and the development work produced.

Time being limited on a course such as this, many of the areas explored cannot be developed fully.

This project takes up seven weeks of the students study time.

The longer the project the more development work would be expected.

  • Background

“…have a grasp of context, detail and the rationale which makes design and image-making worthwhile to yourself, and commercially to someone else…

Honestly, I get scared […] every time I start a new, big job. I read, I gather information and push the client to tell me what they want. (Sometimes they really don’t know, and those jobs are usually nightmares!) Remember details, notice how people move, how sunlight cascades over moving objects, why foliage looks the way it does (it’s nature’s own fractal magic) and how come velvet has about the same range of value as metallic surfaces but one is soft and the other is brittle. And finally, don’t assume that technique alone will save you… It still is the idea that wins…every time. Remember that elaborate technique and dumb story produces a demo reel, not a narrative.”

– A Visionary Ethic: The Life and Work of Syd Mead, p.3, OuterCircle 9, Autumn 2006

 

In the world of Design for Entertainment Media, the ability to render “Visual Development” art to sell an idea or “Concept” is high on the list of the designer/illustrator; whether that concept is for a Game, a Film, a Comic Book, a TV show or a Toy Line.

“Concept Art” can for the most part be divided into, or be a combination of, three main skill sets. Character Design, Prop and Object Design and Environment Design.

During the course of this project you will explore the reasoning behind and the practical tasks associated with developing Concept Art for Games (and other Entertainment Media such as Film, Animation, Comics, Toy Lines and Performance).

 …

  • PART A – Research into Concept Art for Games (and other Entertainment Media) begins week 1 of project.

You are to investigate and critically evaluate the purpose and parameters of Concept Art for Games (and other Entertainment Media), investigating the heritage of both the industry, and the techniques used, practitioners and skillsets, and relevant industry terminology.

These investigations should be evidenced as richly illustrated research sheets (with found images and examples of your own if appropriate) and/or posts to your creative blog.

 …

  • PART B – Visual Development of Concept Art for Games (or other Entertainment Media) begins week 1 of project.

Story Choice – You must choose from one of the following:

1 – Any of the animal based Aesop’s Fables – turning the animals back into human characters;

2 – La finta nonna (The False Grandmother) – Anon, or Le Petit Chaperon Rouge by Charles Perrault (…LOOK IT UP!);

3 – Moby Dick by Herman Melvile;

or,

4 – Shakespeare’s A Midsummer Nights Dream or Hamlet.

Each of these must be adapted and visually developed as a Concept Art based “Pitch”, looking at the story not in its original form but through the lens of either:

a, A Steampunk theme;

b, A Science Fiction/Extreme Futuristic/Alien Culture setting;

Examples: The Gift by Carl Erik Rinsch; BladeRunner by Ridley Scott; Minority Report by Steven Speilberg; District 9 by Neill Blomkamp

c. A Gangland/Third World Slum/Ghetto Setting;

or,

d, A full-blown Costume Opera, Street Theatre/Performance.

(Be aware, those students who find selection of the above difficult during the first session will be assigned their brief on a role of a dice, or online random number/letter generator)

You are to as fully as possible develop a visual response to the story above using one of the themes given and utilising the methods and techniques used by Concept Artists for games and other Entertainment Media visual development teams.

 …

“Usually when anyone starts to design an […] from their imagination, they draw what they know and what they have already seen. We all live on the same planet, and with the widespread availability of the internet and movies we are all looking at the same things most of the time.

A designer can be sent down the path of creating something more original by emptying his or her visual library through producing a high volume of fast thumbnail sketches […] working through the boredom can frequently allow for moments of inspiration and the exploration of truly original ideas and styles.”

–       Scott Robertson ACCD instructor, founder of Design Studio Press.

 …

Each part of the following set of tasks should involve a full design process.

  • Part 1 – Character Development. begins week 1 of project.

One of the key commodities (and by that I mean “saleable” items) from amongst the concept artist and designers repertoire is the Character.

Characters (along with Story) are the driving force behind the design and successful uptake by an audience for Games, Animation, Film, TV and even web and Print based media; and many successful characters are taken beyond the media for which they were created. Some appearing in other media (games characters with their own comics), toy and clothing lines, appearing on everything from pencil cases to lunchboxes.

Characters might include all human (-iform) characters, aliens, ghosts, gods, demons; animals and creatures of all types (speaking or non-speaking); robots, androids and mecha; A.I.’s (disembodied or with a computer interface), possessed or anthropomorphosised inanimates or vehicles (Herbie*, Stephen King’s Christine* and the ship in Farscape* are all characters as are talking vehicles such as those in Pixars “Cars” movie), and any plants with intelligently mobile tendrils/tentacles/roots etc.

You should begin by listing all the key characters from your chosen narrative and their attributes and traits if relevant.

At least one of your characters should be humaniform, meaning you must consider human anatomy and various costume designs as part of your character design.

Your design sheets should include: rapid pen/brush pen thumbnails, silhouettes, pencil thumbnails, head shots, variant costume designs, multi angle views of the figure, marker sketches, watercolour and pen and ink renders, digital renders inc. photoshop sketches and full colour artwork, and perhaps if appropriate 3D digital models and fimo/clay maquettes (see examples and handouts given in session)

 

  • Part 2a – Props & Objects. begins week 3 of project.

Your character will no doubt interact with Objects and/or Props, inanimate non-sentient things that could be: weapons, cartable/portable items such as books, radios, communication devices, amulets, or heavier objects such as boxes/crates, barrels, special feature environment items such as thrones, feature tables, statues etc or…

  • Part 2b – Vehicles. begins week 3 of project.

 

…vehicles, including cars, tanks, skateboards, unicycles, airships, helicopters, boats, futuristic transport ships, flying machines, rickshaws etc.

Look at the work of industrial, product and automotive concept artists, how do they render vehicles to show their clients/art directors.

Your vehicle and prop/object designs should go through the same process as your character designs, from scrappy thumbnails to final colour renders, and perhaps models using a variety of media and techniques to fully explore all design possibilities.

  • Part 3 – Environments. begins week 4 of project.

 

Your character will also no doubt carry or move those (portable) objects and vehicles into and through a particular environment, or perhaps several differing ones.

Your environments could be interiors, exteriors, natural or man-made these environments can often (especially interiors) be examples of “character design” in themselves, showing us, without the characters presence, the nature of the character(s) that inhabits the space.

Will your environment be awe-inspiring in its grandiosity or subtle, claustrophobic, intimate? What feeling do you wish to convey, from who’s perspective or POV will we be seeing it?

Remember! Some artwork can show atmosphere, some the explicit form. Perhaps using both to explain your environment concept/idea would be best.

 

  • Part 4 – Fully integrated narrative Concept Images/Art. begins week 5 of project.

 

During this project you will create examples taken from all three of these areas, finally bringing them together in a single concept image (or perhaps a storyboard) that illustrates some important or crucial narrative element within your concept.

You may wish to look beyond Concept art at this stage and look at other forms of narrative image making, comics, illustrated books, murals, tapestries, narrative fine art paintings, poster art etc. You should discuss these wider investigations in your sketch notes/annotations and on your creative blog.

Consider the format/ratio of your image/s. Don’t just stick to A-sized images, why not try something in extreme widescreen/letterbox format, or extreme portrait like traditional oriental prints. The nature of your image should dictate the format, not just whatever paper you had to hand.

Your image should be fully rendered, this can be monochrome or colour as appropriate, but half finished pencil sketches will not be acceptable.

 …

  • PART C – Presentation of Concept/s. begins week 7 of project.

 

Your final proposals should be presented as professional presentation boards, whether printed or digitally via your creative blog or using an alternative presentation medium such as Prezi or Video (sound should be considered for any video presentation), if presented online the final designs should be presented in a coherent order that explains clearly your concept (you should not need to scroll between blog posts and websites to find your next image).

Thumbnails and early designs may be included in this presentation but should be severely edited, and only used when relevant to discussing key conceptual developments or ideas. Key ideas and images should have been developed fully during the design process.

All presentations should culminate with the final narrative image that sums up your over all concept in one image utilising many of the elemnets explored previously i.e Characters, Objects, and Environment.

REMEMBER – Target Market/Audience may well be relevant if trying to keep your concept cohesive – Is your design for children? Is it for an adult/mature audience? Are you trying to attract serious readers/viewers? Or are you trying to evoke a sense of fun? UNDERSTAND AND DESIGN FOR YOUR INTENDED AUDIENCE – THERE SHOULD BE A CLEAR IDEA THAT THIS WOULD APPEAL TO YOUR CHOSEN AUDIENCE.

Some practitioners and websites and books etc you might wish to look at:

Practitioners and Practices:

Warner Bros, Disney, Doug Chiang, Mike Mignola, Guy Davies, Serene Wyatt, Jake Parker, Khang Le, Craig Mullins, Mike Yamada, Wayne Barlow, Felix Yoon, Ritche Sacilioc.

Plus these inspirational websites may also be useful:

http://colonel-strawberry.deviantart.com/gallery/26732756

www.goodbrush.com

www.agent44.com

http://androidarts.com/art2002/works2002.htm

http://www.pixologic.com/sculptris/

Magazines/Periodicals:

Edge/ImagineFX/360 Gamer.

 

Books:

The Skillful Huntsman

Structura 1 & 2

The Making of Brave

Batman Animated

The Art of Hellboy.

Burne Hogarth’s Dynamic Anatomy.

The (Art of the) Hunchback of Notre Dame

To complete this project the student will have to have evidence for all the following assessment criteria (see linked search pages).

Additional information about the Assessment & Grading Criteria, and teaching strategies related toUnit 72 – Computer Art for Computer Games & Unit 48 – Narrative Image Making.

Fragile, hubris filled things…

•October 23, 2012 • Leave a Comment

“The humans… the humans have forgotten the gods, destroyed the earth, and for what? Parking lots? Shopping malls? Greed had burned a hole in their hearts that will never be filled! They will never have enough!”

So said an angry, yet clearly un-blinkered character* in a film inspired by characters from one of my all time favourite artist/writer/creatives.

“Sit *down*, proud, empty, hollow things that you are!”

Fragile, hubris filled things…

…sit down and I’ll tell you some stories…

1 – “How human beings almost vanished from the earth…” via the excellent @BrainPicker by Maria Popova

…and then read these, and “Let this remind you why you once feared the dark.”

2 – Zoonosis & Zoonotic transmission – something I originally read about in National Geographic, that article ended with the interviewer asking “So? What next… I guess you look into this a little deeper…”, “No, there’s no more funding at the minute,” responded the scientist…

(cue chugging chords to Tool’s “Aenima”)

I guess that funding is being spent on Car Parks and Shopping Malls…

“Fret for your figure and
Fret for your latte and
Fret for your lawsuit and
Fret for your hairpiece and
Fret for your Prozac and
Fret for your pilot and
Fret for your contract and
Fret for your car.”

Don’t look up for comfort.

Just remember what you are and on what you are standing… and all the other unimportant trivial stuff flinging itself around the universe every moment of every day of the rest of your tax/Bond House reparation/Bank and Arms Trade subsidy/GDP generating lives…

In conclusion… Y’know… For all of your various and colourful Gods sakes, as well as your own, why not… just try a little harder to love each other; and for everyone’s sake, teach your kids to read!

* Prince Nuada – Hellboy II

“Food Pens” (yet another alien abduction) – Photoshop Lasso sketch method…

•October 18, 2012 • Leave a Comment

Just another example… I pre rendered the backdrop, just so you can see the method on the ship… There is a time-lapse video of the process below, the ship was approx 12 mins in construction from a standing start with no clear idea of what I would get…