Illustration and visual naative challenge

Lecture Leport 

15/4/2022

Class                : Typography GCD 60104
Date                 : 15/April/2022
Name               : Mabuchi Arata
ID                    : 0351579
Course Name    : Bachelor of Design in Creative Media/
Professor Name : Ms. Noranis Binti Ismail

Introduction

Every story can't be formed without chracters. This is because the purpose of the character is making any movement which leads something happen in the story.
They said that one visual information can explain more than hundreds of text information, therefore, you need to learn more about meaning of each meaning of design elements.

Lectures

Week 1 :

Class introduction

In the first week, We had brief introduction about the content of the class and how the class is formed and We've assigned to the Google apreadsheet about physical class attendance.
Once We've had a simple general lecture about Taylor's visual illustration and narrative class, We've had game called "bezeir game" to learn about how to use a pen tool in the Adobe software and the picture shown below is where I got in that game.
(Fig 1.1 Where I've got)


Week 2 :

Character Design Basics

In this week, We've learnt about "Character Basics". The character basics is the fundamental ideas to form attractive characters.
Basically, there are mainly three ideas for stylized design which creates attractive chaacters that many people can recognize it.
・iconic
・simplicity
・unique
Let's take a look with an example, The image shown below is Pikachu from video Game fanchise called "Pokemon (Pocket Monster in Japanese)", it contains theree ideas about "styled ideas".
(Fig 1.2 Pikachu)



Firstly, there is strong iconic shape on its ears and tail. Pilachu's sharp ears and zig-zag-shaped tail makes pikachu iconis (or alter to say as unique).
Secondarly, simplicity means that "the quality or condition of being easy to understand or do" (in Oxford dictionary). Both factor of shape and colour used in the Pikachu is so simplified, rounded shape and yellow colour, both elements are main element. Choosing and limiting design elements to creating character can lead tmore attractive and memorable characters.
Finally, the "unique", it may be a difficult to understand because you might not be able to come up the ideas what makes characters not similar as others. The way to make chaacter unique is "think memorable". To explain it more, unique characterictic comes from memorable impressions, but how can we create some unique impressions? The answer was acually very easy, just use individual design element that any single other characters have, if the character has some elements or decorative parts that no one owns, the character you design finally become "unique". In my example, The yellow colour and big zig zag tail makes pikachu unique.
To sum up the ideas about stylized designs, the main idea is going to be "make it unique". It'll be three point to explain much further, Be iconic, Be siplicity and Be unique.

(Fig 1.3 Principles of Character Design)

In the character design, there're principles for character design which is the key factor to understand about character design. In this section, I'll explain about "principles of Character design."

(Fig 1.4 Kirby)



Kirby is the Japanese video game character from Kirby first released in 1992.  The protagonist “Kirby” has been a beloved character since the first release of his game.
Even though “Kirby” is a video game character, I am going to talk about this character because there was an animation called “Kirby : Right Back at Ya!” broadcasted from 2001 to 2003, so Let’s start talking about his design.

(Fig 1.5 Kirby 2)

First of all, Kirby's outlook is very simple. It is formed by a simple pink ball with arms and legs, however, it is full of character design elements  to explain his role.
Let’s start talking about shape. The whole outlook of kirby is totally sphere, it can be easy to describe, however it clearly describes main characteristic and role for him, first of all, the main impression of round shape is “likable, friendly and good hearted” we can alter to say that “rounder shape gives us impression of kindness” this is because most of harmless object in the nature looks round such as flowers, cottons and smooth rocks. Kirby’s outlook also gives us a kind impression as visual theory tells us so.
Secondly, Let’s talk about color. The main color that Kirby has is “pink” which is a mixed color of red and white. Even though it is a totally simple color, it also plays a role in explaining the main characteristic. First of all, we all need to understand that Pink has the impression of “happiness and femininity”, it also provides us with a “friendly” impression, therefore it’s clear that it’s most suitable to express Kirby’s friendly and full of happiness characteristic.
To sum up he ideas, both round and pink coloured shape explains main characteristics of kind and happy characteristics.

Let’s move to another point: “contrast”, “emphasis” and “pose”, the reason why I combine these three different terms is because of that I need to explain about Kirby’s ability.
Kirby’s ability is copying the enemy's ability by inhaling enemies. Most of the time, Kirby will get a unique hat, we can talk about all three design principles from this hat.
(Fig 1.6 Kirby 3)


When we look at “Sword ability”, we can see that Kirby wearing triangle hat like Link from “The Legend of Zelda” series, if you look carefully, we understand that there are contrast of color and shape, (contrast is the design principle that is comparison of strongly dissimilar two or more than two elements) first of all, we can see that the hat is triangle and green, both factor is opposite of general Kirby which is round and pink, This opposite comparison makes the sword Kirby much attractive.
Secondly, we can see that the sword Kirby may seem “Unbalanced”. Why is “unbalanced” force a good principle? This is because an “unbalanced” outlook makes characters more energetic, every moving object must change its pose every time, this is why “unbalanced” pose is important.
Finally, Let’s take a look at “emphasis”, basically, “The part where attracts the viewer's attention”, then where’s the part that attracts people’s attention? It may seem difficult, but actually, it's an easy question. Take a look at a sword, it's sharp and handle is coloured by blue, there is also “contrast” existing in this sword. I think the “emphasis” is working in this section, because sharp and blue have both opposite impressions against the round and pink.
To sum up the ideas, even a simple outlook character has many design principles that we can’t easily forget by using many design principles.

Vomater Challenge


This wqas our first given project from visual illustration and visual narratives. This is tha task about forming a new characters from giving shapes from the document, We're all allowed to colour them, but it's forbidden to add any strokes.
The given shapes are shown down below.
(Fig 1.6 Vomatar challendge given shapes)
Even though I should have used the adobe softwares such as illustrator or photoshop, I didn't have them at this time, so I used Krita to create my own new character.
(Fig 1.7 Vomatar challendge dragon)

Originally, I was aimed to create a dragon, but The idea was rejected because I could not come up any additional idea, however, when I see the head of dragon, I decided to make some human-liked animals walking like a human.
(Fig 1.8 Vomatar challendge deer silhouette)

After building a human like animal soldier, I added the colours, I also added the background with given shapes. 
(Fig 1.9 Vomatar challendge deer 1)

After adding some details, my first task of Vormatar challenge has been completed.
(Fig 1.10 Vomatar challendge deer 2)

After completing my vormatar challenge 1, I moved to create a vectar illustration project which is about creating game card.
(Fig 1.11 Vomatar challendge deer in card 1)

When I showed this idea to the Ms. Noranis Ismail, She told me that you should show the arm rather than horns in the image, so I redreate my card format to show arms and I decolate the cars a bit to look more interesting.
(Fig 1.12 Vomatar challendge deer in card 2)

(Short story of this character : His name is Den, a creature looks like deer standing with two legs. He's a guardian of the purpule castle and he's good at handle arrow.)

Week 3 :

Charoscuro

(Fig 1.13 Boy Lighting a Pipe 1623, Hendrick Terbrugghen)

Charoscuro is design technique to make strong impression by using strong light contrast on the image to create images more impressive and dramatic.
Simply to explain about this technique, in the world of design, "Light" is the one of the most essential factor, because many artist and designer represent their own design from light reflection from the object, however, if contrast between light and dark is weak, the whole design outlook will become dull and boring, it's not the way to represent great design. 
If we use strong light in our desin, the strong 'contrast' can be made.
To explain simply about this, contrast is difference between more than two design elements. By using contrast wisely, we can create strong influence in the design.
It also provides us a details of image too.
(Fig 1.14 The Calling of St Matthew 1599-1600, Michelangelo Merisi da Caravaggio)

We can understand more about contrast and chiaroscuro by looking at Michelangero Merisi da Caravaggio's artworks.
In the world of art, the light can be represented as ray of brighter colour, and its line and brighter colour itself creates strong impression and dramatic emotion.
In this painting "The calling of At Matthew", The strong light comes from right above to the left side. In this painting, the strong light lights up the group of people and Jesus strongly and there is strong dark in other parts, As the results, there are strong forces to attract view's attention to the part of paintings where strong light hits, and details of the paintings can be found where the strong light shows up.
Any artworks can't be made without light reflection, the Charoscuro is the way to represent strong impression by using strong light contrast.

Charoscuro challenge

After learning about Charoscuro, I've tried to make some Charoscuro works for several times.
(Fig 1.15 Driving at the night)

In this artwork, I tried to represent the strong contrast of light using half transparent darker blue layer which represents darkness and eracing some part to represent the light, however, in the result, the contrast between dark and light isn't much strong as I expect.
(Fig 1.16 Mango Chiaroscuro 1)

(Fig 1.17 Mango Chiaroscuro 2)

(Fig 1.18 Mango Chiaroscuro 3)

(Fig 1.19 Mango Chiaroscuro 4)

(Fig 1.20 Mango Chiaroscuro 5)

In this artworks, I tried to add some shapes in several times onto mango-shaped object, each shapes I added were coloured differentlt to represent either light and dark tones. As it takes times, the impression of dark and light become stronger and stronger so the mango-shaped object become mucch dramatic and emotional.
I mostly struggled on the colour of the background, this is because I have no idea which colour will be the best background colour. In the result, Either black colour or opposite colour of the main colour of mango-shaped image shown at the first (exists in the upper left.).
 
(Fig 1.21 Man Chiaroscuro 1)

(Fig 1.22 Man Chiaroscuro 2)

(Fig 1.23 Man Chiaroscuro 3)

(Fig 1.24 Man Chiaroscuro 4)

(Fig 1.25 Man Chiaroscuro 5)

I've also tried to create Chiaroscuro works from given photograph of uscular man. When I colourise each part of the image, I tried to represent some fighting energy coming fro him, therefore I mainly used red or warm colours, on the other hand, I have recentry strarted using Adobe illustrator, therefore I regret a bit that there might be more efficient way to use illustrator that I ahould have used.

Week 4 :

Composition

In the week 4, We've learnt about "composition" which is basically "The way to organizing any visual elements or place to set camera to take scene to provides us a better impression to express any emotions or feelings for viewers". There are mainly two main way of composition, Basic composition and 6 different types of shots.

Basic Composition

First of all, We all need to understand that composition can be stated as an "arrangement of any visual element I 've earnt about such as balance, emphasis, contrast, colour and so on..." to bring any meaning such as memorable to the any visual component. Story is one of the good example for this idea.
There are mainly 4 different ideas for basic component. :

・Visual Narrative   : Representing story.
・Visual Flow         : Move viewer's atention.
・Visual balance     : Perfectly well organized visual elements.
・Visual hierarchy   : Organize visual importance.

Visual Narrative

In any visual roducts with stories such as movie, animation, manga or anything, they all must have story, and rather than using they tend to use images to express stories. 
How we should tell stories by image? The most efficient way is "stragtetically handleevery visual elements such as colour, light, contrast and so on."
To explain about this much simpler, Just understand it as "organizing visual image's imporance for efficient storytelling", Especially movies, animations or other kind of things must have any message, but it's going to be harder and hrder if there are too many visual elements in the scene. We all need to simplify image (remove visual elements) to emphasis most important visual element to express any ideas or feelings.

Visual Flow

This composition uses the theory of our eyes tendency that follows lines. This  composition uses that theory to guide viewer's attention.
Sometimes, it's going to be a goos idea to use lines for noth representing movement and guide visual importance to tell viewers what and where to see.
Lines to represent is widely used in the comics/mangas, most of the case, movement is represented by lines drawn from object to the opposite side of movement direction, this method is also used in the background.
As I have mentioned early, we tend to follow the lines to see, we can use this teory to guide the poin where pay attention to see. In this type of theory, we can use various types of visual elements such as shapes, dots or forms...

Visual balance

 Comfortable is important thing in the design, if the image is too messy or distorted, the image must not be good to see even the image is designed well. Perfectly balanced image can provide us cohesiveness (some sort of fluency), completion and suitability for the images, these three impression is one of the base thing for  designing, because cohesive image is comfortable to see and it is definitelly good to represent your visual idea. These are why visual balance is so important. 
To explain more about visual balance, it can be made by either actual line or invisible lines that makes two different side to create either symmetrical and symmetrical balance, the point is that symmetrical image is uses same visual elements but asymmetric image uses differen visual elementsbut same visual weight. You should understand these basic ideas to express balanced impression.
(Fig 2,1 Switch Menu)

Different types of shots

What is shots? Basically it's the angle to take people to provide different impression to the audience. The types of shots cen be grouped depends on the angle and distance between camera and face.

1, Establish : It has alitarnetive name of "Long shot" which takes scenes horizontally. 
This shot is used to establish the settings of portray wide landscape and expressing large and beautiful landscape.
It also tells abont cuent event happenng.
(Fig 2.2 My establish example photograph)

2, Birds eyeview :It's Also known "over head" shot.  Most of the case, POV is placed a freetly above the subjeut. 
It can provide a feeling of power to your view.
High Perspetive landscape sometimes provides us an uncommon feelings.
(Fig 2.3 My Bird's eyeview photograph)



3, Frame with in a Frams : As the name suggests. it 's a well composed frame within a frame.
It can breaking up screen space so it can provide visual innterest in the cinematic compositions.
The main point is whatever either foregrouind or bachground you choose to create frame within ad frame, The techhique of cinematic frame can spotlight and highlight the primary meanings within your stoty and digest the information in your frame or maximum impact.
Ih othey words to erplatn, it may seem an weird idea to use frame in frame, but it can focus on the fundamental ideas as statable as "thehe" for thes story and easily to explain more effeciently.
(Fig 2.4 My frame in frame photograph)

4, Medium shot : lorl This is also called "three quarter shot" which obviously frames three quarters of Thc charactes.
It can alter to erplana it as it's most suitable to capture people close as capable to take upper half of human bedy.
It's very undestandable to represent relationship andfeelings of characters in the scenes.
(Fig 2.5 My medium photograph)


5, Close up : The kihd of shots takes image as close as distance that use whole screen to represnt whole face. 
As you may notice that people notice their own feelings by using facial expression. 
It's most capable to represent emotions or character's feeligs or well-being.
If you want to represet emotions as first priority, This would be the best.
(Fig 2.6 My close up photograph)

6, Warm's View : The shot is about personal moment from lower point, similar to the previous 2 shots, this shot also look into character's mindand as the result, it catch emotions.
Rest of the scene plays out, we're already filled in the character's well-being.
This kind of shots is used for emphasize emotions and thoughts within a main context.
(Fig 2.7 My worm's eyeview photograph)

Art deco challenge

Art deco is the art movement found during 19 century in France. The art style was mainly used in poster. 
(Fig 3.1 Art Deco example)

The main characteristic of this art style may be close to the Cubism theory which extract each shape outline to recreate them and Futurism vision that trying to represent improvement of life of civilization, both art design impression provides uncontrollable decolation for Art deco. To explain more about this, it's artworks provides up visual interests using by symmetrical, assymetrical, geometric shape, and various and simplified design. These design elements and principles are very effective used to catch viewer's attention. As the results, this artstylr was sensetional at that time to be used only for producing interests, this is very unlike things in the world of art.

I tried to create my own art deco by using fundamental design idea, contrast, emphasis, colourand balance as shown below.

(Fig 4.1 My Art Deco Finalwork 1)

In this artwork, we can clearly state that this image is totally "balanced", the silhouette of the bozer is standing around the center of the image creaes stable impression at first, then the colour itself and contrast is surely worked well, The silhouette of the boxer is formed by black and red colour by fire, on the other handThe background uses blue-ish colour, this cause creating colour contrast to make strong impression of the boxer perfectlly.
(Fig 4.2 My Art Deco Prototype 1)

My work starts as the form shown above. When I started to make a Art deco work of boxer, I aimed to make it to represent forcefull boxing's fight. I used the image of fire to represent it, even thought the image shown above may be seemed good, the image is too simple so I desided to add more details to try to make it close to look like a other art deco works.
(Fig 4.3 My Art Deco Prototype 2)

(Fig 4.4 My Art Deco Prototype 3)

First, I started to add the same or siimilar background of fire to represent the intense fight, however, as you can see, the image may look distorted a bit and it is not what the image should be to represent some particular thing. In the result, these works were rejected.
(Fig 4.5 My Art Deco Prototype 4)

(Fig 4.6 My Art Deco Prototype 5)
After I tried to add the complex background, I turned to use much simpler background, first I tried to use same colour of part of fire I used in shadow by using eyedropper tool, after that I tried to use opposite colour of the main colour of the red, which is technically blue.
In the result, The impression of these images is too boring, even though I tried to express contrast or similalities from these images, The image of fire I used was too complex so I decided to add more details on the background.
(Fig 4.7 My Art Deco Prototype 6)

This prototype led me to create my one of my final work. When I was making Art deco of boxer with light blue, I tried to represent the ring of the boxing and I thought it was a good idea, then It caused to create one of my final works as shown above.
The problem I found later during this project is that My final work is too simple and looks too old, it may be a good idea to try to represent the old artworks in the history, but mine doesn't catch any interests or characteristics of old design, therefore I made another my final work.
I tried to use design principle or balance. It may seem unbalanced, but the visual weight of two word creates assymetric balance between them, additionally, contrast between white (representing light) and dark (representing shadow) makes strong emphasis in the design.
(Fig 4.8 My Art Deco Finalwork 2)
 

Week 5 :

Three different ground

In this week, We've learnt about "Three different groups".  As we can all require to use several numbers of layers for proper digital drawings and Adobe software editing, there are three different layers foreground, middle-ground and background. All 3 different layers may seem compilicated and as it seems it requires attention to understand or it may cause massey design, but if we handle it correctly, each layers can provide depth and the design can get more interesting.

As I mentioned already, there are three different layers oof the design simply to explain, Background, middleground, and foreground. Each of them have different tasks and I'll explain about it one by one.
(Fig 5.1 Different ground)

Let's figure out from foreground. Foreground is the layer of the ground which is most closest to the camera, mainly we put any people or pbject in this layer, but if the camera is placed high, it may include landscape.

You can arrange the subject matter to be at the foreground. You can also arrange emphasis by different contrast. 

This ground can be used to put your subject main point to show in your design. To explain this much simpler, this part of the design is put any your image to express the details of environment.

This is basically the middle between background and foreground, therefore its work is very similar to the foreground abd background, so it may be able to say that this ground s capable to represent both object or environment. 

Similar to the foreground, we can all arrange emphasis as foreground by using same method as we do in foreground, however we can allso add some soft of environmen set like Background.

The interesting to know is that mid-ground is that this is also used as connection between foreground and background, Withour good mid ground representation, some of the artworks might lose its coherence.

I think this may be the most famoust tern in the three section. This layer is the section to express the environment surrounding around foreground, but it's also good way to express the landscape.

This space may be the biggest part of the design so the time should spend in this layer can be longest, however better background image can provide us not only strong impressions, but also realistic impression that may be seemed as real.

There is one magic between foreground and backgrouns, if we ass more details to the background and less on foreground, viewer's attention moves to the background, and if we add details on foreground and less on background, viewers start to see the foreground.

Self research

I will show my given task of "caputure 3 different ground and explain what kind of design principles are used to affect to the story". Why do we need design principle? This is because the impression of the scene can be improved by using design arrangement using visual rules.
・Visual Narrative  : Representing stroies by using visual composition.
・Visual Flow        : Move viewer's attention by arrangement of visual element.
・Visual balance    : Provides visual comfortable to get attention by visible lines
・Visual Hierarchy : Organizing visual importance by handling rank of visual elements.
Let's get started to explain each 3 different ground and how they are used to express the attractive scenes with visual rules.

Foreground

(Fig 5.2 Mr. Iglesias)


This is the scene from Mr Iglesias where two characters Ray Hayward and Paula Madison are talking behind the scenes. The point you must check is the visual flow, balance and colour. 
First of all, we can see the light from left center to the center and two actors are watching towards left side. In the result, we can all  sence the flow from center to the left side. 
Secondary, we can understand that there are clear difference of heght of two actors. and hight contrast between them, both two factor creates the assymetric balance which has same visual weight to lead emphasis in he image.
Finally, About the colours. In this image, Female high school teacher Paula Madison wearing red clothes and having golden hair, but the environment (curtain) is mainly using blue-ish colour. In the result, the colour contrast was born and there is surely attendance existing center bottom.

Mid-ground

(Fig 5.3 The memory Of Phantasm)

This is the scene from Genso Mangekyo (The memory Of Phantasm), this image is good to explain Mid ground. The secene is about main character Marisa dodging the sword slash. She is in the middle ground between foreground -light- and background, but they're all combining to create one scenes that provides us a srong impression.
To talk about this scene, we can definitely find the visual rules of fow. We can see  that there are line works upper left and bottom right representing fast vertical moves, but the point you must pay attention most in the image is pose of Marisa.
her pose is breaking its balance, its pose is actually showning its fast move representation and flow of viewer's attention towards right hand side. 
As this example shows, even human pose can represents the flow of movement.

Back-ground

(Fig 5.4 World of light trailer)

The final talk about 3 different grouns is Background. As the name suggests, this ground shows the environment surrounding around the element represented in the feither foreground and mid-ground. It may be not good at represent the movement (but actually, it's not impossible), the example shows the ability of Background.
This is the last part od the trailer of "World of Light" which is the game for "Super Smash Bros Ultimate" released in 2018. The scene is about Kirby escaping from many lasers from the main boss Galeem. This background clearly shows up the way to use main design principle.
Fist of all, The background's sky looks gray and whole light tone of environment is pretty dark, in the result, the impression of this scee is about sadness, or alone and this is surely representing the ideas  and impression of the trailers, this is because before this scene all smash bros characters except Kirby were all gone by Galeem's gigantic laser, so this background colour and light tones rightfullt express the ideas of sadness and alone. 
As I have mentioned earlier, every three different layers of grounds are working perfectlly. In the scene above, the darkish ligt tones of environment is surely creating a contrast with mid ground which contains kirby and the shiny star. Strong image contrast can give us high influence of attention.

Week 6:

Three different ground

3 different perspectives 

First of all What is perspective? Well, it's basically the idea to sketch 3D buildings but it is also used in the world of design.

To explain more about perspectives it is "representing three dimentional objects on a two dimentional surface so as to give right expression of their height, width, depth and position in relation to each other.", if I am going to exain as my own words, it's about "design technique to represent any three dimentional objects in two dimentional surface with providing accurate scale and position in relation each other".

You can understand about 3 perspectives as "the idea to represent 3 object in the flat surface as it looks in reali life."

The idea of 3 different perspectives were made during 15th century by Italian architecture called "Filippo Brunelleschi", before Filippo Brunelleschi, all European paintings looked weird because the things behind something were painted without any changing, Filippo Brunelleschi made an ideas of perspective in European country and in the result, the European countries' paintings have become more realistic.

There are basically three different types of perwspective exists. :
・One point perspective
・Two point perspective
・Three point perspective

・One point perspective
This is the most simple representation of three dimentional object in two dimentional flat surface.
In the visual perspective, Every objects are designed as going out or towards a single point on the horizon.
(The horizontal line is usually used as boarder line between sky and ground, but remind is as the line to find out vanishing point. 

This perspective provides us a impression by change of size, it become smaller as it goes to the vanishing point and bigger as it leaves further from the vanishing point.
We can also use one point perspective to emphasize a object by placing one in the vanishing point.
(Fig 6.1 "Sonic the Hedgehog" 2020)

・Two point perspective
This type of perspective style uses two vanishing point is the design. 
Each vanishing points are existing on either side of the horizon, and the objects and buildings are drawn to the both vanishing point.
This perspective can provide a much greater sense of space in a scene and sence to understand dimention more.

To compare with one perspective, two point perspective can express more dynamic impression compare to the one point perspective.
If you want to express the corner of the object of building, two point perspective is most suitable to use.
To add more advantage about this perspective, it can also provide more flexibility to represent the scene because fromt face of the object does not need to face directly to the viewers.
(Fig 6.2 "Jojo's bizarre Adventure Part 3 : Stardust Crusaders" 2015)

・Three point perspective
This kind of perspective is a type of visual perspective that adding one more vanishing point above or below vanishing point.
Since there are three vanishing point, every objects in this perspective design going towards to the each vanishing point, as the result, We can easily express te scale of the object or building from above or below.

In the three point perspective, there are two different viewpoint depends on the location of the third vanishing point. If the third vanishing point is located above the horizontal line, the design is going to be warm's eyeview, but the third vanishing point is located under the horizontal point, the design going to be bird's eyeview.
The point you must make sure to understand is that third vanishing point should be placed with distance from the horizontal line. 
If the third vanishing point is close to the horizontal line, the impression of the image is going to be ginormous.
(Fig 6.3 "Detective Pikachu" 2019)



To sum up the ideas about three different perspective ideas, each perspective ideas provides different impression.

・One point perspective should be used when you want to express 
the "side" of the object.

・Two point perspective should be used when you want to express 
the "corner" of the object.

・Three point perspective should be used when you want to express 
the "height" of the object, you should use three point perspective more if you want to express the unususal height.

You do not have to use only one perspective viewpoint in each your design, you can combine multiple types of perspective to provide emphasise in your design.



Isometric view
This viewpoint is different to the other perspective ideas, this is the point of view without distorting perspective or losing details of image.

This point of view is formed by isometric grid which is formed by two different angled parallel lines. These two different parallel lines. 

This viewpoint is designed to represent object of buildings from high eyeview (also called as bird's eyeview) as prefered height to take images. The idea of this viewpoint is that there is no vanishing point so the quality of visual can remain its details without losing or distorting as it goes further. 

This kind of viewpoint is widely used for designing individual buildings or object used for video games to understand how they are looked like in the any product such as video games, animations, movies and so on.

Week 7~8:

During week 8, we had no lesson because it was self study week, however, I was given a trask to create a poster of decisive moment from any products such as animation, manga, comic or even video games you like. The scene must be tide of he story, which can be most dramatic moment that changes whole story most.

In this blog, I usually write about what I've learnt with my own examples, however, because of the I had no lesson during self study week, I am going to write down about my progress of my project.

1, Planning

First of all, I was required to decide what kind of entertainments should I use to create my own poster.
(Fig 7.1 Netflix image to tell there is no Jurasic part anymore)


Originally I was planning to create a poster about "Jurassic Park", howevr, when I visited to the Netflix, I realized that all Jurassic park movies were removed, therefore I decided to make a poster about video game called "Strikers 1945 II" (released in 1997 for arcade video game system by Psikyo).

The reason why I wanted to use the movie of Jurassic Park is because I thought It's easy to emphasis one moment that changes whole story easily.
In my opinion, Emphasise is the most useful way to express the scene where changes story much dramatically. To explain about this with more detail, most of the artist must express the things they want to express most in the huge size, its existence become clear and clear and it cause viewers attract to the thing that creators want to show most as result. Jurassic Park uses this method wisely so this is why I tried to use Jurassic Park.
(Fig 7.2 Jurasic part art design)

2, Making a draft works

After deciding product for my work, I started to design some draft works for my final work, but before how I make my draft work, allow me to explain about "Strikers 1945 II", "Strikers 1945 II" is 2D scroll shooter released in 1997 for arcade video game and October 22, 1998 in Japan for Playstation and Saga Saturn. Players move a propeller fighter used during world war 2 to defeat all enemies in eah stages coming from upper side of the screen. The screen is scrolling from upper side to lower side and player can improve its plane by getting items from enemies. Each stages have a Bosses to defeat and they are based on a weapons used in World War 2 or planned to use World War 2, but after making damage on the bosses, they will transform its body into huge robot.


I have made 3 simple ideas to make a poster but I also tried to remain the game's atomosphere, therefore I tried to represent as close as possible to the video game's actual screen. Here's other ideas I tried to use to express decisive moment of this game.
(Fig 7.3 Poster idea 1)

(Fig 7.4 Poster idea 2)
(Fig 7.5 Poster idea 3)

As you may see, Most of them are too simplified so it may be hard to defined what and how I tried to express the decisive moment of the game, so I'm going to explain each of them one by one.
The first one is I tried to represen the first fight aginst the robot in the first stage, I tried to represent one of the playable plane but putting "Hayate" in the right side bottom and first boss in the left upper edge, to say the conclution first, I rejected this idea because it can't represent the impact of the first boss in the stage and decisive moment. My main focus was emphasizing first boss in the poster.
The second idea is the one I used in my poster, Basically, this poster is based on the actual gameplay. In the real game, The bomber is the boss of the first stage and it transforms into huge robot, I like this idea to turn into huge robotand it really emphasize the boss to defeat. In this design idea, I also tried to make my design balanced. In the world of design, balance is meant stable state or equal balance weight, I create visual balance by adding big title on the left side bottom.
Finally, I tried to create a poster like a official poster or package for consumer video game. This is because in this game, after beating a stage's boss, the player's fighter automatically goes upwards and pass through the upper edge of the screen. I was planing to develop a poster that fighter escapes from large explosion. The problem is that this is too similar to the official artwork, additionally, in this given task, I was required to use illustrator, therefore i feel it's going to take long time to design fighter escaping from large explosion. As the result, I have chosen the second idea. 
(Fig 7.6 Original STRIKERS 1945 design (First one))
Additionally to explain, I added the title on the left bottom of the poster because I want to make my poster balanced to provide stable impression, To create balanced poster, I added title of the game "STRIKERS 1945" on the left bottom.

3, Designing

I tried to represent the atmosphere of the video game, therefore, rather than using any drawing tool, I decided to use Adobe illustrator to design the decisive moment where the first boss appeared as the form of the robot.

(Fig 7.7 Poster Final outcome)

I decided to make a pixel work because I tried to represent te atmosphere of the actual gameplay. In Adobe software, I apply grid and fill colour for ech grid to make a pixel art.

(Fig 7.8 Actual gameplay)
I was originally planned to represent the original works, however, when I tried to design the actual gameplay screen, however, I removed the game interface telling information about the game and projectile to simplify my poster.

The other part I changed from the original to provide a better impression is the colour of the ocean. Originally I tried to express the ocean as an actual game as shown below.

(Fig 7.9 Current ocean pixel)

The problem when I realised after making this was that the background doesn't look like an ocean, so I decided to change the colour into a different colour, as the result, the impression of the ocean improved better than before.

(Fig 7.10 Better ocean pixel)

(Fig 7.11 Title work)

The title was one of the parts I tried to express most. I also tried to express as actuali title design, The point I try to express most in the title is the text is light reflection. In the original title artwork, The text looks like made from metal, and as the result, light is reflected and light gradation can be seen from it. 

(Fig 7.12 Original Title work)

I changed the colour toes to represent light reflection, as the result, I successfully represent the change of colours as the original title. 


The point I could improve was the resolution of the Boss, and representation of the fighter. To explain from resolution, I made a mistake about the resolution I used for designing my boss. The resolution I used for Boss was bigger than other visual elements like title, ocean and plane. Next time I am going to make a pixel art, I should use the same resolution for every visual element in the design.

The other point of mistake I made was the representation of the fighter. I used gameplay to design pixel art of fighters, however, when I checked after designing pixel art, The shape and design was different to the original work. I should have checked the details of the fighter before designing it.

(Fig 7.13 Original Fighter)

(Fig 7.14 mt Fighter design)

After completing creating a poster, I moved tho the project to make a GIF form of poster I made. To state my production method first, I just made each frame of GF file and covert it into GIf file by using online tool, at first time I made the GIF file was completely mess as shown below. I think the reason why I failed is because I just randomly create each panel for GIF file and it cause lose of coherence. (and sudden change of colour tone also disadventage of this GIF image.)


After that I realise the reason of mistake, I recreate the GIF image by adjusting each image in the poster one by one and memorize position of each object. In this poster, I aimed to represent the impace of existence of the big enemy and fast movement of the plane which player move. As the result the impact of the existence of big enemy was logically completed, but the flow of the cloud may be seemed as fast too much. I require to fix this problem in next task. Maybe in next time, I should also move the background a bit.
There might be two different point I should improve for my next improvement. First one is the movement, the movement of either Boss and Player's plane is too simple, there can be much more complexx move and the speed of Boss appearance is too fast, I should have represent its heavy appearance by moving slowly. Secondaly the background's flow is too simple, I should scroll the Background's cloud to represent the plane is moving forward. If I had moved each cloud in different speed, the impression of the Gif image would be much better. In next time, I should try to move each background image in different speed depends on the distance from main camera.

Week 9~:

1, Brief Introduction

First of all, this project is about creating a web toon with unforgettable fighting, with at least 60 panels. I was told that the comic required to have 3 act setting which is basically the fundamental idea to plan a story by introduction, begining of the story, climax and how it ends.
I started to plan about what kind of story to make.

2, Story planning

I was originally planned to make a steampunk wild west story based on the character I have made before.


However, wen I show my work to the lecturerer, I decided to make a story based o  Vampire in the Socialist Romania.

3, Real Creation

The creation of the comic was harder than I expect, this is because when I tried to use Adove illustrator, the pen stroke doesn't work as I expected. I changed my mind to use Krita to design each panel first, then apply to the Adobe llustrator.
This method takes me long time to complete. but the visual goes better than before.
The main character was based on my favourite mange "Hellsing"'s main protagonist Alucard, and Risotto Nero from Jojo's bizzare adventure. I used these two characters to represent monsters unlike human beings.



Because of the reason that I also need to make a aftereffect motion comic, I made each images into PNG images. and to improve my creation efficiency, I reused some of the PNG files to use in different panels



As the result I successfully complete to create comics with remaining the 3 act structure to build a perfect story, however the ending could be much better, additionally each imaes of same character have different quality and the lines forming charactefrs are too messy, therefore i want to overcome this point for next creation.


As I applied to both Web toon and Youtube, I actually changed and rearrange some of the panels, I hope you try to find out differences.

3, Final outcome

・Web toon
https://www.webtoons.com/en/challenge/red-vampire/vlad-ein-vaper/viewer?title_no=785380&episode_no=1
・Youtube

https://youtu.be/m0447Bt7N00

4, References

・freepik "The beautiful shining stars in the night sky" by wirestock
<a href='https://www.freepik.com/photos/milky-way'>Milky way photo created by wirestock - www.freepik.com</a>
https://www.freepik.com/free-photo/beautiful-shining-stars-night-sky_7631083.htm#query=night%20sky&position=4&from_view=keyword

・freepik "Black rain abstract dark power" by evening_tao
<a href='https://www.freepik.com/photos/cloudy-sky'>Cloudy sky photo created by evening_tao - www.freepik.com</a>
https://www.freepik.com/free-photo/black-rain-abstract-dark-power_1046114.htm#query=dark%20cloudy%20sky&position=0&from_view=keyword

・freepik "Closeup shot of the moon isolated on a black background - great for articles about space" by wirestock
<a href='https://www.freepik.com/photos/sweet'>Sweet photo created by wirestock - www.freepik.com</a>
https://www.freepik.com/free-photo/closeup-shot-moon-isolated-black-background-great-articles-about-space_9283057.htm#query=moon&position=3&from_view=keyword

・ieben 家勉キッズ
https://ieben.net/tokei/illustration-image/

・マンガパーツSTOCK
https://mangasozai.com/

・Wikipedia The Free Encyclopedia "Securitate"
https://en.wikipedia.org/wiki/Securitate

・Wikimedia commons "File:Bucharest Architects Association before.jpg"
https://commons.wikimedia.org/wiki/File:Bucharest_Architects_Association_before.jpg

・ikkust image 
https://illustimage.com/?id=553

・BGM used
https://www.youtube.com/watch?v=AI7WEn6X-Ng






Feedback


Reflection


Reference

・http://profimpressions.com/blog/speaking-in-colour-corporateimage/

・"Creating Guidelines for game character designs" Clara Lendwall

・"LECTURE 1 CONTRAST & GESTALT THEORY" Dr Jinchi Yip

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