Showing posts with label models. Show all posts
Showing posts with label models. Show all posts

Wednesday, 26 January 2011

Life Size Cardboard House

Artist Luise Valdes made a replica of their own apartment out of unused cardboard, its called Casa de Karton or Cardboard House.



They whitewashed everything before re-drawing details on to give the effect of a drawing come to life.



I think the effect is brilliant, and a complete contrast in scale to my project. I am not aware of the scale when looking at these photos, I half imagine a huge hand coming in at the side to rearrange the furniture like a model. But I think this is in the photography mostly, there are give aways to the scale in the characteristics of the boxes and the tape fixing it together.

Monday, 19 April 2010

Update - Late April

Paper work is going well, I have quite a few positions and pieces for the old man character and lots of tiny paper jars. I have found a reasonably sized cardboard box to build the shop in and I've made some of the shelf units and the door. I have though a lot about how the counter will be (one pieces of flat paper, or a folded pieces with a surface top) and how the shop front will appear when animated. I have intested in a high quality camera over the easter holiday and I have been looking more at After Effects. Animating the level segments is not going so well, Flash does not alow the colour to behave as I would like because it is vector. I have also tried using some other animating programmes like Pencil which is simple and effective but crashes a lot. Traditional media has also proven largely unsuccessful so far, I tried making a flip book of the swimming boy but I was going about it the wrong way. I am still enthusiastic to try more at all of these areas and make something that works. Since making my site rosieball.com I am keen to see how I can mold the sweet land page to become my portfolio for assesment. As for a showreel the shelf unit experiment from the previous post could be used for this.

Thursday, 25 March 2010

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.

Friday, 12 March 2010

Paper Cut-Outs

First try at making a paper cut-out set today, went well and I hope to continue this set in a cardboard box and make an animation from it. So far I have taken some photos and also digitally coloured some...










Tuesday, 9 March 2010

Lotte Reiniger

Reiniger was a female animator in the 1950s, she worked with paper cut-outs in a different way to the artists I have looked at so far and worked with silhouettes. This is similar to the way my boy will appear in the sweet land levels, but the way they move and the actual animation process may be more helpful to look at for my real world animation experiments... here is an example of her work:


Her later work had some coloured backgrounds, but still mainly silhouettes...

Tuesday, 23 February 2010

Ted's Dolls House

A while ago I helped the artist (and family friend) Ted Coney[1] furnish and decorate his large dolls house and took some photographic records. This is now part of his permanent exhibition in his home, to accompany some paintings featuring sections of the rooms. Here are some of the (terrible quality) photographs I took:




I can remember thinking that in some of the photos it could be a real room, but now I feel it is obvious that it is miniature and I like this feeling.























[1]http://www.tedconeysfamilyportraits.co.uk/

Dreamspace and The Neverhood

Nigel also introduced me to Maurice Agis's Dreamspace - "An inflatable, walk-in sculpture made with brightly colored cells was designed to induce a tranquil, relaxed mood and be a colorful interactive experience for visitors." http://www.designboom.com/weblog/cat/10/view/5554/maurice-agiss-dreamspace-breached-safety-rules.html

 
 The colours and organic shapes bear a similarity to my 'sweetland' but what I found most interesting about searching for information on this installation is that it has a sinister side. The source of the above description is an article covering how 'Dreamspace V' breached health and safety regulations resulting in injury and death. The though of such a down to earth tragedy in such a surreal environment is creepy and sad, but as it was accidental it does not subtract from the innocence the artist intended. Ironically I am trying to achieve a darkness among my game environment while retaining an innocence appealing to children, but not in this way at all. This is simply tragic and very sad. 

Another source have recently been studying for my sweetland research is The Neverhood. A puzzle game for PC (I have generously been made a Mac compatible version by a very talented friend). The environments are mostly plasticine and objects such as glass and wood and metal, that has been filmed to create an interactive scene. It is fairly old (1990s) and I recently saw a 'look back' section of GAMES™ magazine, Imagine Publishing, feature it. I will try to find it and include it in a short review when I have played the game more. For now, here are some images from the web:

 
  
  
So far I mostly like how the scale is so obvious, you can see fingerprints reminding you constantly that it is plasticine and that it has been lovely hand crafted. 

Lauren Child

I have been introduced to Lauren Child recently by Nigel my tutor. Her illustration style when drawing is similar to Quentin Blake (who I looked at in my first research document) but feels more carefully constructed to me, but just as wistful and alluring. Most famous for her books Charlie and Lola (below left) and Clarice Bean (below right)













Her work I have found most interesting though is her book The Princess and the Pea (below)
This book is illustrated with photographs taken by Polly Borland of scenes created by Child of cut out paper illustrations and dolls house furniture arranged together in small, hand painted card or wooden sets.

After making one model I am enthusiastic to make another, more intricate and accurate to the changes I have made - and more substantial. This is a bigger task though and I will attempt it next year. For now I may make a section (eg the shop counter and old man) in paper to see if it would work.

I have always loved doll's houses and have animated this way before. I am still keen to do some 2D drawn animation, but this is a different way a 2D image can be brought to life.

Thursday, 28 January 2010

Models - old man

Photos of the old man model bust as promised. Here is my final design for him, upto his chest:

Models - boy and jars

More images of the boy in his jar, this time among other jars. Could this count as my image of a character in an environment? Probably not... but I could draw this scene...





Models - boy

I took some more photos of the little boy model in his jar: