I finally made a front to the paper shop, including cutting out all of the tiny windows (twice! Digitally afterwards).
I wanted the interior visible from outside and the front to lift like a curtain. After trying this digitally it might look better if it were to part in the middle like a curtain. At the moment I am undecided and need to play with it more in After Effects, but I am pleased with the shop front overall and hope it fits nicely into my showreel.
Showing posts with label shop. Show all posts
Showing posts with label shop. Show all posts
Wednesday, 27 April 2011
Thursday, 25 November 2010
Christmas Show - Inspiration
In regards to my personal development, particularly my plans to put on an exhibition next term, I have put some work in the NUCA Christmas Show. As the entry doesn't have to be Christmas themed I made a shallower, smaller version of the shop to submit. I thought about submitting a print of other parts of my project but the depth of the box frame seemed ideal for another shop, and it will be nice to see how it will work as an exhibit.
I hope this experience will be helpful, it has definitely been enjoyable getting back to using paper again.
EDIT: In doing this I was inspired to make an alternate menu system which takes place completely inside the shop. I had been thinking about this earlier while making the first menu system, and feeling it needed to be more coherent. After showing a few people and getting some positive feedback towards this I have set out making an alternate system today, as an idea of what could be done. It can also be seen here http://www.rosieball.com/Site/Showreels.html
I hope this experience will be helpful, it has definitely been enjoyable getting back to using paper again.
EDIT: In doing this I was inspired to make an alternate menu system which takes place completely inside the shop. I had been thinking about this earlier while making the first menu system, and feeling it needed to be more coherent. After showing a few people and getting some positive feedback towards this I have set out making an alternate system today, as an idea of what could be done. It can also be seen here http://www.rosieball.com/Site/Showreels.html
Labels:
exhibit,
paper cut out,
paper model,
photos,
shop
Monday, 26 April 2010
Paper Shop - Complete
I finally finished the paper shop set the other day and took many photos.
I also made some mock ups with the man in the shop, made from separate photos of each limb put together in photoshop.
Labels:
animation,
old man,
paper cut out,
paper model,
photos,
shop
Sunday, 25 April 2010
New sweet shop in Cambridge
These are some photos of the Mr Simms chain of old fashioned sweet shops in the Cambridge branch taken over Easter break, they have since opened one in Norwich too!









Labels:
British cultural contexts,
photos,
real world,
shop,
street,
sweet land,
sweets,
wartime
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.
Labels:
animatic,
animation,
boy,
document,
Flash,
jars,
models,
old man,
paper cut out,
paper model,
shelf,
shop,
sweet land
Friday, 2 April 2010
Game Concept Portfolio 2
In order to meet the brief requirements my 'portfolio' needs to be a creative and imaginative display of everything I have produced, emphasising the stylistic themes of my project and embodying them. I am planning on making a display case in effect, a large image of a shelf displaying all visual aspects of my game idea. This may be interactive. Here is an initial mock up I have made..

Labels:
animation,
boy,
document,
Flash,
paper cut out,
photos,
real world,
shelf,
shop,
sweetland
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
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...












Labels:
animatic,
animation,
models,
old man,
paper cut out,
paper model,
photos,
shop
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/
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/
Labels:
Dolls Houses,
models,
paper model,
real world,
shop,
Ted Coney
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.
Views
I have finished an orthographic view from top down, and an Isometric view of the shop. I have also started to create separate documents for the real world images and the sweet land images, each with an accompanying style guide. Here is a screenshot form the real world document:

I think planning the documents as I create the images is helpful as I will see if I have anything missing, and helps me prepare for hand-in in good time.

I think planning the documents as I create the images is helpful as I will see if I have anything missing, and helps me prepare for hand-in in good time.
Labels:
document,
isometric view,
orthographic view,
real world,
shop
Friday, 22 January 2010
Street perspective practice
Today I re-watched the animated film Bellville Rendezvous, Sylvain Chomet, 2003 again, this time taking particular note of the urban environments and elderly character. I researched Sylvain Chomet, creator and director, last term - but only briefly. He is a huge inspiration to this project's aesthetic. Here are some screen shots from the film that are of particular interest:

I have many more that I will refer back to when relevant.

This is a practice sketch for the street focusing on perspective and use of line. I turned off the size adjusting ability of my tablet so that the line thickness remained even throughout. I liked the outcome and will probably use this for my final images.


I have many more that I will refer back to when relevant.

This is a practice sketch for the street focusing on perspective and use of line. I turned off the size adjusting ability of my tablet so that the line thickness remained even throughout. I liked the outcome and will probably use this for my final images.
Labels:
belleville redezvous,
real world,
shop,
street
Wednesday, 20 January 2010
Models - reference
I wanted to make a model of the shop because I think in doing so it would not only help me finalise an idea and make drawing a lot less confusing, but help communicate my design fully to all audiences. I used to be a keen model builder, paper and cardboard being the material of choice when I was younger, and yesterday I looked in the library for books on papercaft and also dolls houses. Dolls houses and miniature interiors are a secret passion of mine that I rarely draw upon for inspiration when concerning college work, but I feel it appropriate this time. When thinking about my 'real world' game environment, the shop, I really believe that it can be enhanced if I think about it as a small set or stage where the story happens.
The books I found in the library were predominantly useful because of the fact they made me realise the above, not because of their content in particular. Regardless, while it is still relevant, the books I found were:
3 Dimentional Illustration, Ellen Rixford, Watson-guptill publications/New York 1992
Dolls and Doll Houses, Hamlyn, Middlesex England, 1977
Recently I have taken inspiration from David Petersen's Blog[1], creator and author of graphic novel Mouse Guard[2], who makes models of his architectural locations to help him draw them in his series of books. I was only introduced to this artist very recently, a week or so ago, and although he has inspired me more, Petersen did not spark my initial decision to make a model for my project. I do think looking at his work more will be extremely helpful though, and here are a few examples:


Here is what Petersen says at one point on his blog about his work:
"Like many artists, I find it easier to draw something, if I have a visual reference for it. Even if you have imagined a wonderful setting or room or style of architecture, it can often be complicated to imagine that same image from a different perspective or under different lighting."
[1] http://davidpetersen.blogspot.com/, Jan 2010
[2] http://www.mouseguard.net/, Jan 2010
The books I found in the library were predominantly useful because of the fact they made me realise the above, not because of their content in particular. Regardless, while it is still relevant, the books I found were:
3 Dimentional Illustration, Ellen Rixford, Watson-guptill publications/New York 1992
Dolls and Doll Houses, Hamlyn, Middlesex England, 1977
Recently I have taken inspiration from David Petersen's Blog[1], creator and author of graphic novel Mouse Guard[2], who makes models of his architectural locations to help him draw them in his series of books. I was only introduced to this artist very recently, a week or so ago, and although he has inspired me more, Petersen did not spark my initial decision to make a model for my project. I do think looking at his work more will be extremely helpful though, and here are a few examples:






Here is what Petersen says at one point on his blog about his work:
"Like many artists, I find it easier to draw something, if I have a visual reference for it. Even if you have imagined a wonderful setting or room or style of architecture, it can often be complicated to imagine that same image from a different perspective or under different lighting."
[1] http://davidpetersen.blogspot.com/, Jan 2010
[2] http://www.mouseguard.net/, Jan 2010
Labels:
Bear Shop,
David Petersen,
library,
shop
Thursday, 14 January 2010
Shop front reference 2
I went to the college library and found several books on shop fronts and architecture. Here are some images from:
English Shop Fronts, David Dean, London, Alec Tiranti 1970

These are extremely relevant, and I struggled to find anything as detailed online. But in terms of direct reference and inspiration these shop fronts are far too elaborate for the humble, neglected and mysterious look I am aiming for.
London: the art of Georgian building, Dan Cruickshank and Peter Wyld, the architectural press ltd, London 1975

The majority of this book was useless to me, but these two images appeared near the end as examples of Georgian architecture in London in the 40s. These images show exactly the kind of street I want to create, and I wish I had some reference I could visit without travelling far.
I went back to the bear shop and drew several images of the front:
English Shop Fronts, David Dean, London, Alec Tiranti 1970




These are extremely relevant, and I struggled to find anything as detailed online. But in terms of direct reference and inspiration these shop fronts are far too elaborate for the humble, neglected and mysterious look I am aiming for.
London: the art of Georgian building, Dan Cruickshank and Peter Wyld, the architectural press ltd, London 1975


The majority of this book was useless to me, but these two images appeared near the end as examples of Georgian architecture in London in the 40s. These images show exactly the kind of street I want to create, and I wish I had some reference I could visit without travelling far.
I went back to the bear shop and drew several images of the front:

Labels:
Bear Shop,
library,
real world,
shop
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
Street reference
The old sweet shop is where the game is set, on a street somewhere in urban wartime Britian. I have started sketching terrace buildings around Norwich city for inspiration on how the old sweet shop will look, and tomorrow I plan to take photos. For now I am looking for photos online as reference for the street.
Labels:
British cultural contexts,
real world,
shop,
street,
wartime
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