Tag Archives: Art

New Project – The Street

We have been set a new brief in our creative futures module, to look at and research a high street or a naturally evolved shopping and entertainment area that mixes retail, financial, leisure and domestic dwelling/accommodation.

These are just a few pictures of where i have researched around where i live,

I was particularly interested how the buildings where re-purposed and decorated to be used in modern society, most of these buildings are different heights and are on curved roads, some buildings where so run down they had trees growing out of the chimneys.

Looking at the second part of the brief, i went back to some of these places and did some observational drawing of the buildings and features i found interesting and liked.

My first street sketch

This drawing i am not happy with as i had no focus or focal point to pay more attention to detail with, but it was a good exercise in perspective drawing, even though i realize that the perspective is off.

My second street sketch

With this drawing i wanted to focus more on making it look 3D and capturing the different levels in the roofs, i also tried to add some shading and i feel like it was a major improvement on the first.

My third street sketch

With this drawing, i tried to capture the essence of a domestic dwelling attached to the same building as a pub (but not directly above in typical pub flats). The first sign hanging off the wall is a “To Let” sign and the second is directly over the pub door. I found this very interesting and fun to draw. My perspective is off again, so i had a chat with my tutor and he told me to try and draw the line i see, rather than the line i know, because we see and object like a ball that is close to us and in the palm of our hand, but looks the same size as a building in the background. I have to get out of the habit of thinking about how the lines will fit together and draw them how they look.

Project – Looking at Environments (13/11/13)

In today’s session, The second session of our Project we have looked at and discussed Environments and the designs behind them. We looked at different styles and how if we want to be good designers we need to get out of our comfort zone, the place in which you do the work you are good at and comfy doing it. Comfort zone is the worst place for a creative to be unless the work you have been tasked with is in that relative field, but this is rare and as creatives we will be asked to do things that we may have never done before, so it is good to finally get out of that zone and stretch my legs. So we then went on to look at cultural differences and how they influence Architecture, Civilisation and also the Afterlife in most culture.

During this talk i had plenty of ideas for my Stargate project, how i can have the game set in all different time periods because with the stargate you can travel to worlds with humans still growing technologically and have scenes set in all different time periods. We have had a brief look at how natural disasters such as Earthquakes, Floods and Meteors can have an effect on any scene, for example if a city had an earthquake and the tectonic plate sunk on one half of the city, you would be left with a city split in 2 and have no way of reaching each other and this would make for very interesting concept art.

“Consider what has come before and how it may change something”

Gareth Sleightholme

After this we had a little look a method for adding depth and more realism to concept art and art pieces, this method is a Fade or Fog, this gives the sense that things vanish into the distance and it also gives the scene a lot of scale. Something simple like a lamppost in the foreground of the view of the scene it gives places the viewer in the center of the scene and with things up close they feel like things could be behind them, also things like a man or a post box next to a building or car really helps give the viewer something to compare how to scale something is.

“Put the player/viewer in the center of the scene to give a sense of a world around them”

Gareth Sleightholme – Immersion and links to Games as well.

After this discussion we moved on to talking about a Design Process and how to make things in scenes, for example a shop, look and feel like a shop. This lead onto a talk our tutor had with a student trying to design a shop but whatever he did, didn’t seem to work. Our tutor then presented him with a question “What kind of shop is it?” the students reply was “Just a generic shop” and our tutor then went on to explain that no shop is generic and that everything in those shops have people behind them that have designed these products or adverts or even the architecture of the building, this then lead onto a quote that i think is going to be valuable to me in my entire career,

“Nothing Is Generic”

I think this quote is genius because it makes you think about everything and how it was designed and who it was designed by, the next time you play a game look for things like this and see how good, or bad, the Production Designer or Art Director really is. We spoke about putting the audience in the scene, so this thing about nothing being generic will help your Audiences immersion, so things like a computer or book on a desk will not always be at a perfect 90 degrees and often will be off on a slant and very rarely perfect, the sign of a good production designer or art director is to go unnoticed, this means you don’t notice their work while playing a game or looking at a piece of art.

After this we touched briefly on the Atmosphere of a scene, this could be down to simple lighting on a bedside desk to make the scene feel warmer or sun flare coming through a window onto a huge sculpture drawing your attention, both equally as important as each other when trying to portray a message.

Finally we have been shown how some artists make a lot of design thumbnails before deciding on a final piece, so doing the same scene but in different angles and from different points, this is when we was left on our own to start our design for our scenes and make some rough sketches, here is one i did and scanned into the computer at 300 DPI

Stargate 2 point perspective Scanned

It is a stargate drawn in 2-point perspective, after looking at the picture when i scanned it in i realised i should have done it in 3-point perspective but it is a mistake i will learn from, i will post more pictures of my skecthes as and when i finish them.

Drawing 101 – Life Drawing (16/10/13)

Today in drawing 101 we got a nice chance to practice at life and observational drawing. Gareth brought in some musical instruments that we got chance to look at and draw, he brought in some art supplies and come mannequins that we got a chance to observe and sketch.

The Art supplies where the easiest to draw because most of it was simple geometric shapes and shading, i wish i had spent more time on drawing these.

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The next step up was the mannequins because these where not just simple shapes, but they gave you the basic contour lines in the seams of the fabric the was covered in. Lastly was the hardest of the 3 due to them being unusual shapes and not having visible contour lines, I really wanted to push myself and give these a go, I was pleasantly surprised with the outcome of the picture with a student in it.

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Drawing 101 – Perspective (9/10/13)

Today we learned how to do drawing from a 2 point perspective. 2 point perspective is having 2 vanishing points along a single horizon line. We learned about doing simple shapes in 2 point perspective.

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Then once we learned how to do simple shapes we attempted to do a wheel from a bike.

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I was happy with the way this turned out, while drawing the circle of the wheel it started to look out of shape and not very wheel like, surprising to say that once I had finished I was shocked to believe that a wheel could look like a wheel with one face that looks like an ellipse. This is one of the most enlightening lessons we have had in the 2 weeks we have been at college.

3D Realisation – Subject Choice (9/10/13)

Today in our lesson I was given tremendous help in focusing my research and picking a subject to work on. My picking of 3 different artists that work in different areas of 3D games design was a huge mistake, but with the help of my tutors Gareth & Paul I was given clarity about my future in this subject.

I have chosen to research into Kevin Lanning’s line of work in Creature Design. In my research I have found 2 more artists that work alongside Kevin; Mike Kime & Mark Morgan. All of these people worked on the Gears of War series, creating the creatures called the Locust.

I will be making some rough sketches of ideas and plans for this subject shortly.

3D Realisation – Artists (2/10/13)

In our 3D Realisation lesson we have been set a task to find and research 3 professional artists that have worked in 3D and on shipped games. When starting my research I found it extremely difficult to find the artists and work they had done, that is until my fellow student thought to look in the games credits to find artists. Our research from this point exploded and we found more than a handful of artists to look at and find inspiration from.

I decided to pick 3 artists that would give me a range of areas to look at and study. This was a huge mistake on my part, in choosing a wide range of areas I found myself struggling to pick a subject to focus on.

The Artists I found:

Jesse Van Dijk – An Environmental Designer

Mao Lin Liao – A Character and Designer

Kevin Lanning – A Creature Designer

Social Gaming Event – Beyond: Two Souls (4/10/13)

Today (4/10/13) we attended a social gaming event which involved the full version of the game, Pre release. Me and a group of 3 fellow students attended this event with an expectation of over 100 people attending, that mark fell well short (8 people including us 4 students) 4 people as excited about the launch as us.

We was unable to take photos or videos of the event due to copyright issues and other things of that sort, but we was allowed to take a photo of the tall poster (Not brilliant but its all we could get)

Beyond Two Souls 4/10/13

Due to the tiny number of people at the event we was able to play and test the game with great ease. The game its self is beautifully textured and rendered, with great focus and detail on the characters and models. The controls are very fluid and felt like you actually had control of a real person, that being said the game doesn’t give the player much control during gameplay. Like I said its beautifully rendered and the designers don’t mind showing it, most of the action is done through quick time events (QTE’s) Where the player has a series of buttons or actions to input, in a specific order, the speed and accuracy of the players input will be reflected in the outcome of the QTE. The outcome will be good if the player does everything correct, or could be bad if the player does it incorrectly.

Overall the experience was enjoyable (Not only for the free pizza) but the lack of people meant if we wanted we could have finished the game, but I am very much looking forward to the launch and immersing myself in the gameplay. As for the graphics and textures, every aspect was beautiful and the cinematic style (much like Heavy Rain) will make for very intense gameplay. 

I will be posting more events in here as and when I attend them. The next I believe is the 15/11/13 – 16/11/13 for the Platform Expos in Hull.

Drawing 101

We recently had a lesson on how to draw, which I found very interesting. We discussed in great detail the basics of drawing, and why every design student needs to learn to draw. We was shown a short video by a man named “Saul Bass”

I found this video enlightening and it really made me want to better myself. After this shot video we discussed the phrase ‘Taking a line for a walk’ and ‘Pareidolia’ – Making a connection between thing with no prior connection. A good example of this is seeing images in clouds.

Further from this we discussed the importance of drawing simple Geometric shapes (Cubes, Spheres, Cones, Cylinders) and trying to imagine the drawing as a 3 Dimensional object on a 2 Dimensional plane. This idea we see a lot in street art and drawing illusions.

We have been set a task to draw some simple shapes in different angles with different lighting angles. I decided to do have one light source and use that source to make the shadows have different angles.

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