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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