I walked through a small exhibition in Castle Mall the other day of photographs from around Norwich in the past (not exactly sure on which era) but some of the shop photographs were great. I managed to record some of them for my reference collection, but regretfully found out little about the exhibit.
I still haven't figured out where these places were/are in Norwich but I think this one may be near Anglia Square or Tombland?
On my way home I photographed the shops/bars opposite John Lewis too
I am noticing patterns in the design for shops, but each are unique. Each has its own number of windows, with different styles, and most interestingly they are all slightly different heights. These are things I will try to remember when drawing shops and street scenes for my introduction animation.
Showing posts with label Norwich. Show all posts
Showing posts with label Norwich. Show all posts
Thursday, 23 September 2010
Thursday, 25 March 2010
Update - Easter break
So at the moment I am at home working on my portfolio document to hand in and I have completed my PDP to date with updated CV, and built myself an up to date portfolio website. I have been taking a little break from working on my sweet land game, but I have not stopped thinking about it whilst working on my other areas to hand in. Before we broke up for Easter I played with Adobe After Effects for a while and I thought about the advice Sharon had given me. I am now planning to finish drawing the paper pieces I need for an animation (the old man body parts, the jars, the shop set, possibly some cut out buildings to make a street scene) and photograph it, then move to After Effects to animate them. I aim to finish this by hand in date May 26th.
In the meantime, whilst at home for Easter I am working on my document as I have said, and also aiming to film some paint/marbling inks in a transparent container to see how liquids behave and then possibly animate over the top when I return to Norwich.
Overall I am on schedule and can afford myself a rest these few weeks of Easter, whilst still working mainly on my blog and documents for submission.
In the meantime, whilst at home for Easter I am working on my document as I have said, and also aiming to film some paint/marbling inks in a transparent container to see how liquids behave and then possibly animate over the top when I return to Norwich.
Overall I am on schedule and can afford myself a rest these few weeks of Easter, whilst still working mainly on my blog and documents for submission.
Labels:
After Effects,
animation,
document,
marbling,
Norwich,
NUCA,
paint,
paper cut out,
paper model,
sharon,
shop,
street
Tutorial with Sharon
I recently met with Sharon for a tutorial predominantly on the narrative of my game. This was an excellent experience and a huge help to me in developing a more stable narrative, especially when it comes to animating cut scenes or explanatory scenes at least. Sharon and I discussed all areas of the narrative and of the gameplay and I was extremely pleased to see how much she understood of it without my added explanation. We exchanged so many ideas in such a short space of time that I will summarise here what we concluded from it, aided especially by her follow up letter, all of which I am very greatful for. This has probably been the most useful single thing that I have done so far in the development of the game.
Firstly we talked about the 'real world' part of the game, and how so far I have represented the starkness and deprivation of this world in the absence of colour, and the colours used also hint at it being a passed era. Sharon suggested, having seen my most recent experiments with paper, that I may wish to leave the 'real world' as blank, white paper. This would be an even more exaggerated, literal representation of starkness and that the paper texture would evoke two very prominent but almost subliminal meanings; the idea of 'making do' and an almost quaint crudeness that would not be inappropriate when trying to represent wartime Britain, that many people would pick up on and understand without having to be explained to them. The other would be that the paper texture would be a reminder of real, physical materials when contrasted with the digital paint effects of the 'sweet land' and that each would compliment each other. I love both of these ideas and after reviewing my experiments in post production colour of the paper cut outs I am beginning to think leaving them blank is a very nice idea...
Sharon was also hugely interested in the development of the boy, as the projection of the player and as a character himself. She thought I needed the boy to gain something at the end of each level, not necessarily a physical thing but maybe a new technique or piece of knowledge and we struggled for ages thinking of a way to make it more rewarding for the player but without changing the game too much. In her letter I was blown away at the thought that the boy and the old man could be the same character, the boy his younger self - more able to complete the task he wishes he could do, ie finding his wife. This would provide motivation for the boy, as it would technically be his wife also, as opposed to a favour to the old man, and makes the relationships between characters in the game more romanticised and less scope for them to be interpreted as creepy. From this idea the boy can develop, into the old man! This allows your character to move differently and he will grow in size subtly, not changing gameplay too much, but also solving the tricky situation I had at the end of the game to get the old man to the sweet land. Now he will already be there and the boy will also be accounted for.
Sharon reminded me that the lack of sugar in wartime was a huge thing, and that it was something of dreams, I am already exploring this as a major theme in my game but she helped me understand that with stories such as this it needs to be clarified with the viewer and then it becomes more satisfying for them to have understood.
Firstly we talked about the 'real world' part of the game, and how so far I have represented the starkness and deprivation of this world in the absence of colour, and the colours used also hint at it being a passed era. Sharon suggested, having seen my most recent experiments with paper, that I may wish to leave the 'real world' as blank, white paper. This would be an even more exaggerated, literal representation of starkness and that the paper texture would evoke two very prominent but almost subliminal meanings; the idea of 'making do' and an almost quaint crudeness that would not be inappropriate when trying to represent wartime Britain, that many people would pick up on and understand without having to be explained to them. The other would be that the paper texture would be a reminder of real, physical materials when contrasted with the digital paint effects of the 'sweet land' and that each would compliment each other. I love both of these ideas and after reviewing my experiments in post production colour of the paper cut outs I am beginning to think leaving them blank is a very nice idea...
Sharon was also hugely interested in the development of the boy, as the projection of the player and as a character himself. She thought I needed the boy to gain something at the end of each level, not necessarily a physical thing but maybe a new technique or piece of knowledge and we struggled for ages thinking of a way to make it more rewarding for the player but without changing the game too much. In her letter I was blown away at the thought that the boy and the old man could be the same character, the boy his younger self - more able to complete the task he wishes he could do, ie finding his wife. This would provide motivation for the boy, as it would technically be his wife also, as opposed to a favour to the old man, and makes the relationships between characters in the game more romanticised and less scope for them to be interpreted as creepy. From this idea the boy can develop, into the old man! This allows your character to move differently and he will grow in size subtly, not changing gameplay too much, but also solving the tricky situation I had at the end of the game to get the old man to the sweet land. Now he will already be there and the boy will also be accounted for.
Sharon reminded me that the lack of sugar in wartime was a huge thing, and that it was something of dreams, I am already exploring this as a major theme in my game but she helped me understand that with stories such as this it needs to be clarified with the viewer and then it becomes more satisfying for them to have understood.
Labels:
animation,
boy,
British cultural contexts,
document,
elderly in games,
embedded illustration,
models,
Norwich,
old man,
real world,
sharon,
shop,
street,
sweetland,
sweets,
wartime
Thursday, 11 March 2010
Thursday, 28 January 2010
Empty shop reference
Saw a lovely empty shop on my way home from college and took some quick photos. I was particularly interested in what you could (or couldn't) see through the windows. The interior just fades into darkness... The reflections from the other shops on my side of the road were quite strong, but you can still get a feel of the emptiness.


I also liked the door a lot, and the lose tiles below the windows.


I also liked the door a lot, and the lose tiles below the windows.
Monday, 18 January 2010
Shop interior
The shop is very important, and until now I have avoided planning the shop layout and interior except for my preliminary animatic:
After seeing the inside of the bear shop in Norwich and drawing some birds eye view sketches, I made this paper model to work out how I am going to draw an isometric view of the shop.

After seeing the inside of the bear shop in Norwich and drawing some birds eye view sketches, I made this paper model to work out how I am going to draw an isometric view of the shop.


Labels:
animatic,
Bear Shop,
isometric view,
Norwich,
paper model,
real world
Thursday, 14 January 2010
Shop front reference
I have been collecting images of traditional looking shop fronts since last summer, and visiting some around East Anglia. By traditional I mean late Victorian/Georgian, or associated with stereotype sweet shop themes. Here are some of the best examples of shop exteriors:
[1]
The last image here is of a shop in Norwich. It would be great if I could base the shop on somewhere local that I can study. Tomorrow I will draw this shop and go inside to see the layout for myself.
[1] Flickr.com

The last image here is of a shop in Norwich. It would be great if I could base the shop on somewhere local that I can study. Tomorrow I will draw this shop and go inside to see the layout for myself.
[1] Flickr.com
Labels:
Bear Shop,
Norwich,
real world,
shop
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