Learning Outcomes

1. Appraise the issues relevant to visual storytelling in various contexts.

Visual Story telling is an important aspect in the creation of content in a wide verity of contexts for example concept art. In concept art the artist may be required to depict a single scene revolving around a conversation.
In this conversation the artist must depict 3 key aspects.

·         Heated Discussion
·         Conversation is highly technical
·         Conversation revolves around a technological piece of equipment visible in the scene

To bring across the three elements three key visuals can be integrated into the piece.
Facial expression, body language and props. The facial expression and body language of the two characters can show a highly technical and heated discussion while the prop can be the object itself with one of the characters pointing or making a gesture toward the object.
To depict these elements successfully within the scene requires the elements to be as clear as possible with no follow-up explanations required from the original artist.


Visual Story Telling in Video Games can take a verity of forms due to its interactive nature for example the player can be introduced to real time events as opposed to a static scene like in concept art.
The player's attention can be focused on a particular object, scene or a direction within the environment by using events that tie into the story such as in Silent Hill where the player catches a glimpse of the little girl which the player must follow to progress the plot of the game.

Another tool for visual story telling in games is the cut-scene. Traditionally used to show an important event (e.g. introducing a new character) or reveal important information to player.
The traditional cut scene was a pre rendered video clip which was very popular on the Playstation and used in games such as Tomb Raider, Soul Reaver, Metal Gear Solid and many others.

Games such as Command and Conquer used live action video clips played by professional actors as opposed to CG characters. Video cut scenes were very affective in forcing the players attention and guiding them down a liner narrative. In contrast to this a feature known as interactive cut-scenes or the later development of QTE's (quick time events) could be used to not only advance the plot but to give many possible outcomes based on the players choice or reaction time.

This more interactive form of visual story telling greatly increased the sense of emergence and urgency as the player would be forced to make quick and sometimes tough decisions to progress the storyline.
This Style of gameplay was pushed to its extreme in Heavy Rain.

Heavy Rain's gameplay was dominated by quick time events, all decisions and reaction times lead to a great many possible outcomes and character development.   

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2. Analyse industry and professional requirements.

During this semester we have been introduced to a few industry briefs which all incorporated their own rules and limitations. These briefs would restrict our choice of narrative, style colour and age group.
These limitations dictated the visual storytelling within the produced artworks as each was tailored to the specific brief.

In the Atom Hawk breif we were required to create art pieces dipicting a young girl as she explores the ruined cities of today thousands of years in the future. In order to Visual tell this story we were required to make observational notes of the actual locations mentioned in the story such as Grey's Monument. Using recognisable buildings in a ruined jungle environment is one technique for visually telling the story of a civilization that came to an end, all that is left is looked upon by our curious wide eyed descendants that gasp in awe at the seemingly impossible architecture.   

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3. Demonstrate an understanding of appropriate techniques and methods.

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4. Integrate and synthesise research into design solutions.

During the production of my Posters and Storyboards I looked into many different posters used in every type of genre on the market and what types of compositions were used plus how light and colour also played their roles in conveying a mood or an atmosphere. To act as a pre-precursor to the movies tone, age group, and overall mood.





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5. Evaluate and defend own work in the context of contemporary practice.

During this modual I realized I had a lack of understanding of the importance of visual story telling. I usually become overly obsessed with rendering and achieving a pleasing final image that I did not even think about the prospect of my image conveyed a successful story and just assumed that it did and it was readable.
I soon found that allot of my images are difficult to discern or simply did not convey what I was aiming for. This could be summed down to very trivial errors such as not including key visual iconography to the very big errors of bad compositional layouts that did nothing but confuse the viewer. However toward the end of the semester I started to plan out my images before diving in and trying to feel my way around the image and relying on instinct. I instantly started to notice the advantages to planning out an image by creating rough thumbnails and figuring out how to best visually communicate the narrative I wish to achieve.  




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6. Plan and implement appropriate skills in the creation of visual work.

During the outset of this modaul I neglected allot of vital planning and research gathering by diving into the first idea I had and trying to make it work. Eventually I decided to scrap my original idea and take a look at the vast array of movie and teaser posters that have been produced in the professional media industry.
I still felt I could have done better with my posters as I could never come to a satisfactory theme or compositional layout to convey the visual aspects of a lone rookie warden trying to survive in a prison during an emergency lock-down overrun by violent alien prisoners. 




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7. Operate ethically demonstrating critical understanding of the issues governing good practice.

During this modual I made sure to not directly copy the ideas behind the layouts and themes of other movie posters and instead learn and be inspired by them to create my own unique ideas and layouts, at least as much as possible.

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8. Demonstrate independent learning and continued personal development.

As mentioned above I struggled greatly with initial planning and research and especially idea generation with basic thumbnails.
I learned a great deal about planning a concept by giving myself many options right at the outset then fully realizing my image in a rough drawing. During this rough resolving phase I figure out the composition and perspective as well as what lies outside of the image.


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9.Exhibit strong communication skills.

I feel this image conveys strong visual communication, the poses, action lines perspective and facial expressions all point to three alien aggressors attacking a single prison warden.
My final poster I feel could have been stronger visual communication wise. However I think it does the job of depicting an uneasy connection between the rookie warden and the mysterious alien guiding her every move for seemingly unknown purposes.




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