Yugyeom jamming to “Never Ever”(*´▽`*)

blake kathryn
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oozey mess

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Yugyeom jamming to “Never Ever”(*´▽`*)
Final Evaluation
The context of this assignment was to write a project based on our influences. There was no set theme, giving us the freedom to decide on our project and outcome through exploration and experimentation. At first I felt intimidated by the project as there were so many possibilities and directions I could take the project in, but I had to consider not only topics I’m inspired by, but the topics that would keep my interest throughout the entire project. I decided I wanted to create a concept or idea for a video game, but I wanted to explore a wide range of practical techniques and not limit myself to just drawing.
When I decided to focus my project on witches and witchcraft I asked myself why I was drawn to this subject. I enjoy drawing and creating witch characters in my spare time, but my interest in this subject went deeper. My mother is a Pagan, and despite not being raised Pagan I still grew up surrounded by this belief system and noticed it in my home. I also went to school in a town with a notable history of witchcraft and paranormal events, and grew up hearing about it there as well. Historically, witchcraft has gathered a bad name, but Paganism is a religion with a very long history and I wanted to use this in my project.
A problem that can come from a self-initiated project is becoming overwhelmed with everything you could explore, and this happened to me a lot during this project. I kept thinking of things I could do instead of what I needed to do and had already done, and I think that was a detriment to me.
My research began with identifying which artists are most influential to me. I started by looking mainly at artists who were creating art similar to my subject, like Heikala, Sara Kipin and Kazuno Kohara, who have all created a piece of work focusing on witches or witchcraft. Kazuno used linocutting to create a children’s book about a witch and a haunted house, and this inspired me to want to try linocutting, as well as revisit dry point which I explored earlier in the year during a previous project.
Heikala influenced me to play to my strengths as well as trying new things, as she uses a lot of inks and watercolours in her work, which are mediums I am fairly confident in. I also started looking at the local history of witchcraft using books and the internet, and visiting mountfitchet castle, and a local town called Coggeshall which is where I went to school. I found both visits useful; during my Coggeshall visit I got some context on certain places in the town, like the church. I spoke to a man who was a volunteer to look after the church while the church’s organ was being tested, and he told me about the church being bombed and then rebuilt during the 1940s. I also learned that it was originally built by the Normans, which connected to my visit to Mountfitchet castle, a location that is a authentic recreation of village during the Norman times. This research mostly helped me visually, as it gave me a better understanding of how homes and other buildings looked during these times, which I could use to create a setting for my witches to live in if I wanted to take a more historical route to my game. Another influential artist was Tove Jansson, a painter, writer and illustrator who created the Moomins franchise. Her delicate and considerate linework inspired my pop ups and dry points. I also found the themes of her work inspiring, as she often used her own experiences and people in her life and incorporated this into her narratives.
I used my research of Tove to create my pop up frame final outcomes, using a similar monochromatic colour palette and detailed lines. Fashion was something I researched too. I wasn’t sure if I wanted to create a historical game, a game set on a more modern earth, or in a different world entirely. I researched certain periods in time that I was interested in such as the Middle Ages, Georgian times and Victorian times. I also researched different fashion styles, specifically from Japan because I thought they fit better visually with the theme of witches.
Throughout the project I experimented with a wide range processes and techniques, both analogue and digital. This helped me create a variety of practical work that I was able to develop into a final outcome, as well as work that I could use in my portfolio. We took part in a series of workshops that gave us many opportunities to learn new skills or refine existing ones. The workshops that were most useful to me were the comics workshop, the adobe illustrator workshop, the pop up workshop, and the pixel workshop. The comics workshop helped me pick out smaller parts of a photograph to focus on instead of an image as a whole. I also liked when the class’ comic pages were put together in a book, as this allowed me an opportunity to compare my work to others. The adobe illustrator workshop allowed me to gain more confidence and experience with adobe illustrator, a program I hadn’t used much before. I want to explore illustrator more in the future, but I didn’t use it any further in the project. Learning how to create pop up books in the pop up workshop led me to consider other forms of interactive storytelling and artwork, and I developed this into two framed dioramas for my final outcomes.
Finally, the pixel workshop gave me the basic knowledge of creating 8-bit pixel graphics, which is something I’ve wanted to learn for a while and intend on developing further in the future. Alongside the set workshops I experimented with printing, illustration and digital art. I revisited dry point to create detailed landscapes, and created witches and a haunted house using linoprint. My first drypoint was most successful, but my linoprinting could have been improved by spreading the ink better to create a equal layer of ink, which prevents it being too splotchy. I tried using digital drawing to create character sheets, and even though I felt they were successful, I didn’t want to use them as a final outcome because they didn’t fit well with the theme of my work, and with my other outcomes. I will continue to explore and improve on my digital art skills as I feel this has always been a weakness for me. I feel like I spent a lot of time creating practical work but didn’t always do the research to back it up.
I wanted to create an idea for a game that could be enjoyed by a large audience, both young and old, and could include positive influences and representation for people. I also wanted to show witchcraft in a positive light, and give those who play the game an enjoyable experience. I feel like I could have achieved more in the end if I had decided on my project theme sooner, and if I had consistently reestablished the context throughout the course of the project. The amount of unfinished work I had alongside the amount of possibilities I had overwhelmed me and made it harder for me to focus on what my project was actually about.
Tutor and peer discussion and comparisons helped significantly, as this gave me a chance to see how far I was in the project compared to my classmates, and helped set me on the right track when I wasn’t sure what direction to take next. These discussions and comparisons also helped to inspire new ideas and processes, like the idea to revisit drypoint and develop my pop up work further. It also helped me figure out what else I could research. My productivity throughout this project could have been improved by better management of my time and planning what I needed to do each day. I feel that my final pieces were successful and communicated my ideas successfully. I also think they were displayed in a considerate manner for the exhibition, as I took into consideration not only the way the pieces looked but also the space around them.
During this year I have learnt how to use the research I do to create a clearer concept, and how I can look outside the box and not always do just what is expected of me. I had a chance to develop drawings into other forms of art that I wasn’t very familiar with, such as typography and 3d work, but that I don’t need to completely abandon the mediums I am comfortable with to succeed. I have learned a variety of new skills that will help me once I go to university and when I get a job in a creative field; having this opportunity has given me a newfound confidence to always try new things even when I’m scared I will fail, and to continue to develop and work on the things I’m less confident in.
Exhibition
When deciding on how to arrange my work I wanted to consider the space around my work as well as the work itself. I also wanted the arrangement to be neat and aesthetically pleasing.
Watercolour
I decided I didn’t want character sheets to be my final outcomes, because I didn’t think they fit with my dioramas. I instead decided it’d be more fitting to create a a3 watercolour piece of a location or scene featuring one of my characters. I looked at the artists Heikala and Sara Tepes, who both create landscape pieces and often work with watercolours.
Before I started painting, I sketched out a basic scene in my sketchbook, and then took some pictures outside to look at different types of plants, and different colours that I could use in my own work.
I didn’t just look at colour, I also looked at the way plants grew and formed around their surroundings. Having real life references for my painting helped greatly.
After painting I photocopied it so I could overline it to give a similar effect to Heikala’s work, but I wasn’t happy with how this looked so I decided to stick with the original. I think my watercolour piece was successful and fits well with my dioramas. There are things I would have changed
Dioramas
My first outcomes were my dioramas. I started the making process by drawing four thumbnails in my sketchbook. The two I chose were most successful to me because they were visually the most interesting, and could fit together well. I began making the background by measuring the backing of the frame and cutting this out of black card. I then started measuring and drawing out the other various parts, such as the mountains and the trees. After cutting out each part I would temporarily attach it to the background to get a general idea of how it was looking, and once I was happy with all of the placements I started to attach the parts using tabs. The tabs couldn’t be too long and had to be exact, otherwise the parts of the diorama wouldn’t pop up properly. When I put it all together and put it in the frame I liked how the trees curled around, making them look more 3D. I initially wanted to include lights in my dioramas, such as lights for the stars and lights behind the house on my second one. After trying this I wasn’t happy with how it looked, and decided that it wouldn’t be as effective as I had hoped due to the exhibition room being too bright.
Visually, I took inspiration from Tove Jansson, who I have looked at a great deal during this project. I wanted to use a similar delicate linework and black and white colour palette, alongside the subtle use of narrative and character.
Overall I am very happy with how my dioramas turned out. I think they looked effective at the exhibition, and successfully show how my project has changed and developed throughout these past weeks. If I could change anything I would have measured the tabs more accurately, and found a way to make my witch characters more secure with more subtle tabs. I also would have changed certain things about my second diorama, such as the tree in the front and the way the house was drawn.
Character Sheets Progress
After drawing up a template idea in my sketchbook I drew some character designs and scanned them into the computer. I drew over them on photoshop like I did previously when I practised digital art, though I struggled with the lineart and I feel like it’s too thick and wobbly. After lining my character I coloured it, and struggled to achieve the effect I wanted. I experimented with using more line in the hair, and creating various versions of the outfit with pattern overlays. After picking the one I was happy with I moved onto experimenting with how a character sheet could look.
To start my character sheets I drew a back version of the character and some items that she would have in her inventory. After this I experimented with different fonts that I could use for my character’s name and a bit of information about them.
I looked at fonts that were typically ‘prettier’ as I felt this fit with my characters best. I liked the fonts that looked hand rendered best, such as aloja, moon flower and happy camper. I used the name Marigold as the example because that’s the name that I decided for this character. After this I moved onto the sheet layouts.
I started by using a simple layout with a black frame around her items, but I felt like this was too boring and not pleasing to the eye.
I decided to move the border around to see what other effects I could get. I didn’t like the border around the character as well because this looks too constricting and doesn’t fit properly. The second one is better to me, I liked being able to have a small bio about the character with the extra information being neat. I then wanted to see how using backgrounds and textures would effect the way the sheets looked.
I started by importing a splatter texture that I made for a previous project and changing the colour to fit the character better. I also changed the opacity to make it more subtle, but I thought it was still too overbearing.
I then moved the splatters around to give a more subtle effect but ultimately wasn’t happy with how this looked.
After experimenting with textures I wanted to see how a simple flat colour would look, and I did like the result.
Then I used a pattern from a pattern pack I bought, and changed the colours to fit the character’s colour palette better. I like this pattern as I think it’s quite fun and fits the feel of the character well, but I think the pattern is a bit too distracting.
Above are a few different layouts I tried using a coloured background or border, which gives a softer look than a harsher black. I like the third variation best, as I like how the box behind the character subtly draws your eye towards her, and the colour behind the text isn’t hard to read. I also think the items look better when they aren’t enclosed as they fit awkwardly when in a box. This layout is the one I picked as my final one.
Then I brought back the pattern I used previously, but made it more transparent. I think this layout is fun to look at but I still think the pattern is too much.
This is the second character sheet I made using the same layout as my previous character. However, while I was creating this, I decided that I didn’t want character sheets to be part of my final outcome. While I was happy with how they were coming along, I didn’t think they fit with the dioramas I was making, and they would have looked better if my digital drawing skills were better. This is something I will definatly work on for the future, but for now I decided it’d be better to use a technique I was more comfortable with. So, instead of digital art, I decided to try making a watercolour piece, featuring the character I drew during my first digital art attempt.
Actions:
- Sketch out, then paint watercolour scene
- Look at different colours and forms in nature to get a better idea of natural colour for my watercolour
First Hand Research - Coggeshall Visit
To gain more first hand and contextual research I decided to visit a local town with a history of witchcraft and paranormal activity. It’s also the town where I went to school, giving me a personal connection to the town.
The first place I visited was St.Nicholas’ Chapel. It was built by the Cistercian monks in the twelfth century, built with locally made brick and is a simple rectangular shape. The chapel fell into disrepair after the dissolution of the monasteries, but was restored in the late 1800s (though not fully restored until 1956). It is kept locked so I wasn’t able to go inside, but I found the architecture and shape of the building interesting to look at.
After the chapel I went into the town square. Coggeshall has an abundance of old tudor buildings, showing just how old the town really is. Many also speculate that it is the burial place of Iceni Queen Boudica. Coggeshall is also considered one of the most haunted places in England, and is supposed to be located at the crossing of leylines. In the 17th century a woman was tried for witchcraft three times, but died before she could be hanged.
After the town square I visited the St Peter ad Vincula Church. The Church was built during the Norman Conquest, and features 15th century gothic architecture. In the September of 1940, a German bomb landed on the church, causing an immense amount of damage and destroying part of the church. It wasn’t fully restored until 1956, and was restored by Vicar Father Norman Brown, and architect Stephen Dykes-Bower. Going to a local primary school, I visited this church often, especially at Christmas. Outside of the church is a large graveyard, surrounded by flowers and shrubbery.
The inside of the church features an extremely tall ceiling, and an enormous organ at the back. It also features a 13th century font, which is used for baptisms. A kitchen was recently built into the church as well, and the flooring and walls feature memorials for various events that took place in Coggeshall, or to the people of Coggeshall (such as World War 2).
The church also has large stained glass windows that show various stories from the bible. From my visit to Coggeshall I was able to appreciate all the local history I grew up around, and it helped bring more context to my project.
Supporting Sources:
- http://st-peter-ad-vincula.org.uk/st-nicholas-chapel
- http://www.coggeshallmuseum.org.uk/stnic.htm
Diorama Research
I decided I wanted to develop my pop up work further and experiment with more 3D work instead of just keeping my work 2D. My teacher gave me the idea to research dioramas, and consider creating a scene in a frame or container. A diorama is a type of three-dimensional display or model that can sometimes be seen in museums. I started by having a look at some existing dioramas to gain inspiration.
HELEN MUSSELWHITE
Helen Musselwhite is a paper artist based in England. She creates incredibly detailed and intricate paper cut out pieces that are usually inspired by the places around her, and usually feature flora, animals and houses. I like her use of foreground, middleground and background, such as her placing trees and flowers close to the frame or border of the image, and how these small details point the eye to the direction of the focal point. As well as flat dioramas she also creates dioramas in terrariums, a glass container that usually holds plants. I think this gives more freedom to create a dynamic scene but would be harder to create for a beginner like me. If I had more time with the project I would have liked to explore this and other circular containers as well as frames.
ALISON MAY KIPHUTH
Alison May Kiphuth is an artist from Maine, USA. Her dioramas are in antique wooden boxes which adds to the woodland, foresty look. They are made using layered ink and watercolours and are assembled with pins and string, and show scenes featuring animals and forests. I think the subtle details and natural colour palettes really set the scene and create a narrative, as well as the effective use of composition.
Digital Drawing
One of my aims for this project was to improve my digital art skills, as this is something I have no confidence and barely any skill in. I started by scanning in a drawing I had done in my sketchbook of a lolita girl. I used the multiply blend mode so I could colour underneath it, this way I could add colour to my drawing without redoing the drawing or doing line art as this is something I struggle with a lot. I coloured underneath the drawing using shades of pink, only colouring the outfit. I really liked the effect of mixing a messy sketchy drawing with flat colouring and how tone and shading is created by pencil and not the colour. I think this is a good technique for quickly brainstorming ideas especially those concerning colour and colour palettes.
After this I wanted to persevere and start practising line art. I scanned in another drawing I had done of a character idea and used the program Krita to draw over the scan. I created one version with a lot of pen shading, similar to how I would draw something with a pencil or pen on paper, and one with certain parts left blank. Even though I like the texture that the shaded version has, I prefer the less shaded version because it gives more opportunity for colour and patterns to be experimented with.
After the lineart was finished I imported it into photoshop so I could add colour. First I used mainly greens as these were the colours I had in mind for this character when drawing her. I wanted her to look like a witch that lives in the forest; she was also inspired by the character Snufkin from the Moomins series. I wanted to convey that this character is a wanderer, straying far from cities and towns and relying solely on no one but herself. Once I completed the first coloured piece I wanted to see what it’d look like if I added some grass to give her the start of what could have become a scene. I also added a pattern to one of her patches to see what adding patterns would look like. I think this looked effective as I wanted her to look like she makes and fixes things herself. After I finished both these drawings I wanted to try a colour palette similar to the ones I used for the Simple Folk and Byte Me workshops. I was going to use green skin like I had before but I felt this was a bit too obvious and comical. Instead I used the same colour for her skin but made her hair a light orange and her clothing different shades of purple. I also made her frog companion a darker green than before because I felt that the darker green complimented the other colours better than the lighter green. I also wanted to see how different shades of green could change the way the frog looked.
After finishing and looking over the designs I decided that I prefer the green colours over the purple as green fits the idea of the character better. When I looked at the meanings of the colours pink and purple in my previous post I said I wanted to carefully consider the colour palettes of my characters and that applies here as well. Green is seen by most as the colour of nature and harmony. It can also mean self reliance, which defiantly fits this character well, and can make people feel refreshed and secure.
Overall I am pleased with what I learned from these experiments and I am very happy with the results. I now feel a lot more confident to continue digital art and I feel like I made a lot of progress today.
Actions:
- Continue to practise and develop digital drawing skills
- Continue to develop the characters I have created so far
Watercolour Experiments
Due to feeling slightly lost to which direction to take next with my project I decided to do some watercolour experimentations as watercolour is a medium I am familiar and fairly confident in. I wasn’t sure which colour palette to use, so I used a red pencil to sketch out a few different busts to paint. I decided to paint a design of what could be a side character or the main character of the game. If I was to create a collection of characters I would want them to each have a distinctive look and colour palette, which helps make different characters more identifiable and iconic. A good example of this is the game Overwatch. Most of the Overwatch characters have a specific colour palette that separates them from the characters around them, like the characters Widowmaker and Sombra who have purple and pink colour palettes and are usually associated with these colours within the fanbase.
I looked at colour palettes on pinterest and decided I wanted to use pinks and purples due to the meanings behind these colours and what these colours communicate. To most people, these colours are more feminine than masculine, and I wanted my female characters to include a celebration of femininity, rather than it being looked down upon. Pink is commonly associated with love and compassion, and can also be seen as quite an immature and playful colour. It can also represent hope, bringing on feelings of comfort, as if everything is going to be okay. Purple is a spiritual and mysterious colour. Purple is used often with representations of witches, both stereotypical and unconventional/original, as it is quite a magical colour. It also has a history of being associated with luxury and royalty; in the past purple fabric was so expensive that only the richest of people could afford to buy and wear it. This also goes back to the sumptuary laws, which I looked at when looking at historical fashion. The qualities listed here that I want to associate with my character are love, compassion, hope, immaturity, mysterious and magical.
After painting my character I made some photocopies as I wanted to see how she looked with an outline but didn’t want to draw over the original in case I wasn’t pleased with the results. I like how the last version shown above looks. I think she has quite a cartoony, comic book-esque look about her, and the bold line also highlights how vibrant her colours are. I also liked how using pen gave me the opportunity to add details that I possibly couldn’t add if I only used watercolour, as it can be harder to add tiny details such as eyelashes with such a watery medium. I also created other variations of the painting that I included in my sketchbook. Overall I think these experiments have been successful and have given me more motivation and confidence to continue with the project.
Actions:
- Continue to develop my characters further
- Incorporate watercolour with other art forms, traditional and digital
Sources:
- https://graf1x.com/color-psychology-emotion-meaning-poster/
- http://www.empower-yourself-with-color-psychology.com/meaning-of-colors.html
- https://www.livescience.com/33324-purple-royal-color.html
Incorporating Fashion - Part Two
After researching trends of the west, I decided to look at modern fashion trends and styles in Japan as this is something that inspires and interests me a lot. I picked out a few styles that I think could be featured in a game about witches or young girls in general, and stayed away from ‘punk’ styles such as Visual Kei because that isn’t interesting to me.
Lolita - Lolita is a style of Japanese fashion that originated in the 1980s. It is inspired by Victorian and Edwardian fashion, and became emerged while the ‘kawaii’ craze was popular. The term ‘lolita’ has a negative connotation to some people, who relate it to the book Lolita by Vladimir Nabokov (a book about a middle aged man who is obsessed with a 12 year old girl) but the style has nothing to do with the book. There are many substyles within lolita, such as sweet lolita, gothic lolita, and classic lolita. While Lolita is a very unconventional style there are still rules that most Lolitas follow, such as always wearing a petticoat and blouse (if their dress has no sleeves), and making sure your dress or skirt covers your knees (though this has become a less important rule, especially since it is hard for everyone to follow this). A lolita outfit is called a Coordinate/Coordination or Coord/Co-ord.
Old School Lolita is a substyle which focuses on simple colours and (lack of) patterns, with good quality frills and lace. The wearer will usually have their natural hair styled instead of a wig, and are also often worn with older style headwear and clunky platform shoes.
Sweet Lolita is one of the most popular substyles of Lolita. This style includes mainly girly, pretty colours such as pinks, yellows and baby blues, and cute motifs like tea parties and animals. This style is more about cuteness than elegance, and can be quite minimal or be worn with an abundance of accessories like hair bows, clips and rings.
Classic Lolita is more focused on looking elegant and ladylike than looking cutesy and doll-like. Natural, neutral and pastel colours are used the most, patterns are often feature flowers, books, stripes and paintings. The lengths of skirts and dresses are usually longer than other styles as well.
Another substyle is Gothic Lolita. This style, as the name implies, is inspired by gothic fashion, and mostly uses blacks, purples, reds and blues with white as a secondary colour. Themes of this style can include crosses, roses and vampires. This style was also influenced by the style Visual Kei, and the leader of the band Malice Mizer (named Mana) created the brand Moi-même-Moitié, a popular gothic lolita brand to this day.
Mori Girl - Mori girl is a Japanese substyle. The word mori means forest in Japanese, and mori girls aim to look like they live in the forest, using natural colours, loose clothing and vintage patterns. The archetypal mori girl lives in a cottage in an enchanted forest, enjoys visiting quaint cafes and bookstores and enjoys hobbies such as gardening and crocheting. I think this sort of style fits a witchy character well, who lives alone and isolated and relies on the resources around her to survive.
Cult Party Kei - Cult Party Kei is a newer style, and the name comes from the store Cult Party, which is now called Virgin Mary. Cult Party Kei is similar to the Mori Girl style, in which clothing is layered to create a more antique and whimsical look. However, this style uses a lot of lace, lighter colours, and feminine clothing compared to mori fashion. Nightwear such as nightgowns, lingerie and babydolls are used often. Cult Party Kei also incorporates religious elements into the fashion. Crosses are used most often, sometimes accompanied by flowers.
Natural Kei - Natural Kei is a style that started in Japan during the 1970s and was inspired by stories such as Anne of Green Gables and Little House on the Prairie. Natural Kei is very similar to Mori Girl fashion but is still different. Natural Kei can be described as the style of a girl who lives in a small town near the forest, as opposed to the Mori Girl who actually lives within the forest. Natural Kei can include less layers than Mori style, but layers are still worn. From afar, Natural Kei can seem quite plain, but many of the details are small and intricate, such as quilting, pins, and embroidery. Natural Kei, like many similar styles, is quite modest, covering the collar bones and chest, and the knees and most of the leg. This gives the style a more innocent and old timely look, similar to what was worn during the Victorian and Edwardian periods.
Otome Kei - The word ‘Otome’ means young lady in Japanese. Otome Kei focuses on dressing cute and feminine like the name suggests, and can sometimes be mistaken for a casual form lolita. Otome Kei has less restrictions than lolita. For example, patterns and colours don’t have to match and cohesively and lolita, skirts can go above the knee, and petticoats aren’t necessary. The style also looks a lot more casual than lolita, making it typically more appropriate for everyday life.
Overall, the styles I would most like to use in my character designs are Lolita, Mori Girl, and Otome Kei.
Incorporating Fashion - Part One
After researching concept artist Claire Hummel I decided to look at different periods of fashion that I feel could be relevant to my themes and ideas, and how I could use this within my concepts. I could use this research to design characters and create staple outfits for them all, or to create different clothing, accessories and possibly armours to collect/buy then dress the characters with. During a 2014 panel about world designing for video games featuring Claire Hummel (here), the panellists spoke about how it is important to use real life references, history and culture as a basis for your designs, as this makes them easier to understand by the audience and creates a more accurate design (if the design is based on reality). Learning about what people wore during different time periods will help me with not only this project but with developing my work and portfolio as a whole. I also think doing this will help me decide on a specific time period to set my story because I am stuck between a historical story or a more modern tale.
I initially found some reference images from pinterest of various different styles (mainly vintage or old fashioned). I then drew from these in my sketchbook to see what type of style I liked best.
After drawing I wanted to look at specific time periods to get a more historically informed perspective like I talked about in the first part of this post.
Middle Ages - During the Middle Ages of England a set of laws were put in place called the sumptuary laws. These laws were designed to restrict people of certain social status’ and classes from consuming or wearing extravagant and luxury goods. For example, you could only wear a crown if you were of royal blood. Velvet, fur and headdresses were also only allowed to be worn by those of higher status. The rules also applied to fabrics and materials too. When buttons were invented in the 1300s, you were only allowed a certain amount depending on your background. If you were caught breaking these rules, you could risk fines, loss of title and property, or even death. One of the most well known dresses during this time is called a bliaut (also spelt bliaud). They have long exaggerated sleeves and a long stretched out skirt. These dresses had tight fits for the torso, a girdle, and either a round, keyhole or v shaped neck opening. Long braids decorated with ribbons were also used to elongate a woman’s figure. If they didn’t have long hair they would also use fake hair. Men also wore long tunics that sometimes had bliaut sleeves, and long hair. Women would sometimes cover their hair with a hood or a wimple, which were worn around the head, cheeks and chin. The wimple could be kept in place using a circlet, a band that was placed upon the top of the head.
After the 1100s the fashion was more focused on layering. Another type of dress was called a kirtle. It was a simple long sleeved garment worn by both men and women. Over the kirtle people they wear a surcoat. It was quite loose and long with deep cut sides. They could be quite simple or have a more extravagant look about them. During this time they wore a fillet, which was worn over a wimple. They also wore a headdress called a crespinette, and looks similar to the modern day hairnet (and were used for the same purpose). It was used to confine the hair and were sometimes decorated with jewels and gold.
In the 1300s dresses became more form fitting. Dresses could be tighter and more form fitting due to the invention of the button, though not everyone was allowed to wear dresses with buttons due to the sumptuary laws. A common dress during this time was called a cotehardie. It was made tighter with the use of buttons and was worn by both men and women. During this time women would also often wear a type of headdress called a crespine. Crespines and cauls held hair, real or fake, by the side of the head (and could either look like buns or cylinders). Another trend during the 1300s were mi-parti dresses, which meant middle part. These dresses and tunics were split down the middle, and the two halves were different (often contrasting) colours or patterns. This is similar to the more recent trend ‘colour blocking’, where bold contrasting colours are used together in a garment or outfit to create a statement look.
During the 1400s, a outer-garment called a Houppelande became popular. They had enormous sleeves, a train, and high collars/neck openings. Houppelande gowns were usually decorative and dramatic. The use of the collar wasn’t practical, it was purely for decorative purposes. A later type of houppelande had a higher waist and a v neck collar, which was sometimes made of fur. Headdresses during this time were higher than they had previously been. The hennin was a cone shaped headdress worn by nobility. Other types of hennin were the truncated hennin, which was shorter with a blunt top, and the butterfly hennin.
Georgian Era - Throughout the 18th century the silhouette for women’s clothing was constantly evolving. One of the first named dresses is called the Robe Volante (flying dress). It was different from the traditional restrictive dresses from the past centuries, and was supposed to be a more comfortable dress for women to wear. The dress sometimes still had a fitted bodice giving it a slight bit of shape, and the ones that didn’t could be used as maternity dresses (called a ‘robe battante’).
Another dress was the Robe à la Française, also known as the sack-back gown. The dress had pleated fabric at the back that fell down to the floor in a train and had a decorative, fitted front. Dresses with a panel of fabric at the back are still called Robe à la Française. This dress is sometimes called the Watteau dress after the artist Antoine Watteau. This is because many of the women in his paintings wear this style of dress.
Similar to the sack-back gown was the Robe à l'Anglaise, also known as the close-bodied gown. The gown also features a split gown which shows the petticoat or underskirt underneath it, and when the sleeves only went down to the elbows they had engageantes, which were false sleeves usually in the form of ruffles. Unlike the previous gown, the Robe à l'Anglaise had fitted back pleats, which were placed close to the centre of the back to create a more narrowing and fitted effect.
Underneath gowns, women wore a type of petticoat called a pannier. These undergarments would stretch the width of the skirt and hips while leaving the back and front of the dress flat. It’s suggested that women wore these due to the the 18th century obsession with ‘changing nature’ and man’s ‘triumph over nature’, which extended into fashion. Pannier is the French word for basket, and the panniers were either made of wood, whalebone, metal or reeds. Over the pannier the woman would wear her corset, then her dress.
The next garment is the Robe à la Polonaise. The bodice was fitted to emphasise a small waist, and the skirt had three distinct puffy drapes over the petticoat. The dress would also show off the ankles, which could be quite practical especially for those living in the countryside, and sets this dress aside from those before it.
Another dress is the Robe en Chemise. It had a simple silhouette, with tight long sleeves, a simple sash and a lack of embroidery and other detailing. This dress also carried over to the 19th century.
A staple item was the caraco. It was a jacket that was fitted in the waist and had panels that hung down over the sides of a skirt or dress. The jacket sometimes matched the rest of the dress to give it a more uniform look.
During the 18th century women didn’t typically wear full wigs. Instead they would coil their natural hair and add hair pieces and false hair. Their hair would also usually be powdered white. These hairstyles were often accompanied by novelty hats. The Belle Poule hairstyle featured a boat sat atop the ladies head, named after the military ship the Belle Poule. The hats worn had to be big because the hairstyles were big. One hat (that was usually worn during the summer) was the bergère hat. It was flat-brimmed with a shallow crown and could be worn flipped up or pulled down around the face with a ribbon. Another hat was the Caleche hat. It was used by women with larger hairdos to protect their hair, and looks similar to a bonnet.
Shoes were dramatic and ornate just like the dresses worn during this time. Many of the shoes had novelty heels, and mules were quite popular as well. They were often embroidered with gold, and shoes could also feature ribbons and lace.
Victorian - During the early Victorian Era fashion became quite doll-like an initialized. While I think this style is very beautiful and unique, the reasoning behind it wasn't great. Women were treated like property like land, and either belonged to their husbands or their fathers, and this was reflected in the fashion. This was odd however, as the most powerful woman in the world at that point was the 18 year old Queen Victoria. Embellishments such as lace, ribbons, flowers and feathers meant that you were wealthier. The more decorative your garments were, the more fashionable you were. The iconic puffy sleeves of this era were called gigot sleeves, short for gigot d’agneau, which means leg of lamb. They were called this because the shape resembled a leg of lamb, with the puffy upper arm sleeve going down into a tight forearm sleeve. This look was acheived by filling the sleeves with sleeve ‘plumpers’. These were sacks filled with a type of feather and attached to the corset.
Bonnets were also popular during these times. These bonnets were deep brimmed, making the head look larger and adding to the childlike style.
Poor and working class women wore practical wool or cotton clothes, usually in darker colours as these were cheaper and hid dirt easily. Less decorated bonnets were worn to keep dirt and lice out of the hair. They would wear shawls that they wrapped tightly around their bodies because they couldn't afford coats. Wealthier people responded to this by creating a newer type of dress, with tight sleeves, a more modest skirt and a shawl bodice, like the shawls worn by poor people. These garments lost the previous embellishments and were designed to make richer people seem more socially aware, as this was fashionable at the time.
In the 1870s the dresses changed to emphasise the back and behind. Bustles were used underneath garments to achieve this. Women also stopped wearing bonnets and began wearing small hats to balance out the silhouette.
In the 1890s fashion was responding to the new electronic technologies that had been discovered and invented. Transport was more accessible, so clothing had to become more practical. Bustles disappeared and were replaced with a-line skirts. Puffy sleeves returned but were called leg o’mutton sleeves, favouring a more Americanized name. Throughout the 19th century volume had been synonymous with wealth, so women felt they still had to have some sort of volume to their clothing to be fashionable.
Practical fashion also meant suits for women. The blouses were called shirtwaists, and were also popular into the early 1900s too. Hats were small, and everyone was wearing a type of straw hat called a boater. The world changed very quickly during the 19th century, and fashion obviously responded to this.
Edwardian - The Edwardian era was the start of the 20th century. Electricity had become more widespread and the world was being lit up due to the invention of the light bulb that happened in the previous century. The term Edwardian is used to describe the first 15 years of the 20th century. The ideal 1900s body type was elegant and tall, with a full chest and hips and a small waist. This type of waist is also called a wasp waist. Women used corsets to achieve this shape, and sometimes this was taken to the extreme. Even 100 years ago women were being fed unrealistic ideals and expectations about how their bodies should look. Another dangerous craze was ingesting tapeworms. The tapeworm egg would be swallowed and would hatch inside the stomach, and it would eat a portion of the food that the person eats. The beauty ideal was called the ‘Gibson Girl’, a personification of what was seen as feminine and attractive. It was created by artist Charles Dana Gibson, and had sultry eyes, youthful and slender features, and a large bouffant hairstyle. Women didn’t wear much makeup.
Fashion features of the Edwardian era were a large hat, a long dress (which were especially long for formal events), and a cinched waist. The world was changing wuickly but fashion was hanging on to the old idea that adornment equalled wealth.
Art nouveau became popular at the beginning of the 20th century. It was a style of architecture and art that featured flowing designs and natural motifs.
20th century -
21st Century - In the early 2000s there wasn’t singular staple fashion trends, and is often described as a global mash up . Most trends were set by celebrities, with ‘hip-hop fashion’ becoming popular amongst younger people. Fast fashion was also popular, making trends easily to take part in but producing questionable working conditions. Notable trends were low rise and capri jeans, bandanas, tube tops and tiny hand bags. I personally most remember the outfits from movies like Mean Girls and Freaky Friday, as well as the doll franchise Bratz and the iconic girl group Spice Girls. Nowadays, thanks to social media, trends are constantly changing and evolving.
(books - costume design and fashion/clothing throughout history)
https://www.youtube.com/watch?v=qKklxNLMNdA
http://www.elizabethan-era.org.uk/elizabethan-sumptuary-laws.htm
https://adamselindisdress.blog/2014/04/28/12th-century-dress-the-bliaut/
https://www.britannica.com/topic/wimple
http://www.fashionencyclopedia.com/fashion_costume_culture/Early-Cultures-Europe-in-the-Middle-Ages/Cote-and-Cotehardie.html
https://www.youtube.com/watch?v=2OsmWUr_iiM&t=864s
https://18centurybodies.wordpress.com/2013/06/05/the-fashion-for-panniers-in-the-18th-century/
Concept Artist Research
JASON CHAN
Jason Chan is a senior concept artist working at Riot Games (the creators of League of Legends). He has also worked on other games such as Mass Effect, Dragon Age, and The Sims 4. He specialises in character design, illustration for marketing and key art illustration. (watch https://www.youtube.com/watch?v=pt3nT0sXUdY). His work is really dynamic and fun to look at, and you can tell he is able to work in lots of different styles, and his designs are polished and eye catching. Seeing his work is very motivating to me because it is the sort of thing I want to be able to create, and makes me want to work harder to achieve my goals.
ADAM ADAMOWICZ
Adam Adamowicz was an American concept artist best known for his work on the Elder Scrolls and Fallout series’. Something I really love about his work is his sketchy ‘unfinished’ style. I can pick up similarties between my work and his work because when it comes to designing things I prefer to create a bunch of different, unfinished and unpolished designs and decide on my ideas that way instead of creating beautiful finished designs like Jason Chan. I also like how his work looks like it was created by using both traditional and digital techniques and mediums. He also writes notes and labels around his work, a trait that I think is really charming and also helps give some context to his work.
CLAIRE HUMMEL
Claire Hummel is an American concept artist currently working on the game In the Valley of Gods with the subsidiary developer Campo Santo (who also created award winning game Firewatch), which is now owned by the company Valve. She has also worked on other games such as Bioshock Infinite, Fable Legends, and Sunset Overdrive. She is also well known for creating a series of historical Disney princess illustrations (see them here), and often incorporates historical fashion in her illustrations and designs. I want to use similar ideas and want to include fashion (historical and current) in my concept designs. She is extremely inspiring to me because you don’t see a lot of women within concept and game art, and the ones that are out there are often overlooked and not as well known as their male counterparts. I keep up with Claire’s work on twitter and she also draws a lot of drag queens which I also love.
TYLER EDLIN
Tyler Edlin is a concept artist and illustrator from America. He has worked on indie games such as Therian Saga, as well as bigger productions such as the Tinkerbell Fairies games from Disney Interactive and Chivalry: Medieval Warfare from TornBanner Studios. His work that is most inspiring to me is his landscape and environment design. He mainly creates fantasy, whimsical places with a lot of greenery and nature. The last image helps me a lot because it gives a clearer image of the way he draws different parts of nature such as trees and mushrooms. The brighter colours and more flowery fantasy imagery fits well for both role playing games and games aimed at a younger audience.
Jeremy Fenske
JEN ZEE
Jen Zee is the art director of Supergiant Games, and worked on games such as Bastion, Gaia Online and Transistor.
https://www.flickr.com/photos/47857688@N08/sets/72157629321466509/
https://kotaku.com/the-life-and-creativity-of-a-great-bethesda-artist-1740993491
https://www.theverge.com/2016/9/3/12776236/janice-chu-video-game-concept-artist-illustrator
Printing My Linocuts and Drypoints
Today I printed my linocuts and drypoints. Below I will include pictures and discuss what I think went well and what I could have done better.
LINO PRINTING
I feel like my lino prints could have been made better by coating the surface of the lino more evenly, and cutting into the lino deeper. This isn’t as much of a problem with the first set but with the second, and the other collections of prints, the ink in the cut out parts shows through aswell. This is also from putting too much ink in certain areas.
First Print - Colour Variations:
The first print (originally in black) has quite a light colour, with a gradient effect where it moves from dark at the top to light at the bottom. I changed the colour from black and white to different colours to see how the lino cut would look if I used different inks. I think the pinks and purples fit the witch best. I liked how much texture the print holds, and in my opinion it bares resemblance to crumpled up cellophane.
First Print - Inversions:
I inverted the images on photoshop and changed the colour to pink. I like the metallic look of the inversions, making it look like it has been covered with some type of foil. I also think it makes the black stand out even more.
Second Print - Colour Varations
Third and Forth Prints:
I don’t think these prints were as successful because the lines were almost all filled in the first one, and in the second the splotchy effect of the ink makes it harder to see the image.
Fifth Print - Colour Variations:
Fifth Print - Layering Colours:
Sixth Print and Inversions:
Graphics Within Video Games
Perspective
First person - First person perspective is a popular choice with action games. This genre was first made popular by id Software’s Wolfenstein 3D and Doom. First person isn't just limited to shooters like Call of Duty, and can be used to make a game more immersive and, with horror and thriller games, it can make them scarier. A few examples of first person games are Far Cry, Dishonoured, and Alien Isolation. Being able to engage with the game easily is a pro to first person games, and if the game is a shooter the first person perspective can make aiming easier for the player. A con to first person perspective is that the player can only see what is right in front of them and has to rely on other senses like sound to know if there is someone behinf them.
Third person - Third person perspective is very popular perspective within 3D games. The view can be over-the-shoulder, or can give a full view of the player character. Some examples of third person games are Tomb Raider, Uncharted, Grand Theft Auto, and Dark Souls. While this perspective is less immersive than first person, its advantages are that it makes the game easier to navigate, and makes it easier to incorporate more abilities and interactions. It also gives the player the ability to actually see the character they are playing as, which makes the design of the characters more important.
Side scrolling - Side scrolling games usually have a side view camera where the character is able to go up, down, left, and right. Side scrolling games became a huge part of the third generation of video games. Some examples of side scrolling games are Super Mario World, Shovel Knight, Nidhogg, and Assassin’s Creed Chronicles. Some advantages to side scrolling games are spacial awareness, focus on the character and not the environments, and incorporating a feeling of nostalgia within the game. Despite this type of game not being as common anymore, it can provide a breath of fresh air from the typical first person shooter or third person adventure game, and this style is common amongst indie games as it is easier to make. A disadvantage is that the characters movement is very restricted, and there is no element of exploration as the design is very linear.
Top down - Top down view is where the player is looking down at the game, character, and area around them. Some top down games are Pokemon, Hotline Miami, and the original Sim City. This perspective is great for games that require a lot of strategic planning, as looking over the area of the game allows the player to see everything on screen. Despite this, top down view is quite dated compared to other types of perspectives, and you don’t see it as often nowadays as the other types on this list. It is also hard to become immersed in this type of game, though having complete control over everything within a game is something a lot of players enjoy.
Isometric - Isometric perspective is a three quarter point of view that gives the illusion that the game is 3D, and often refers to a type of projection at a 2:1 pixel ratio. Recently isometric games have become less common due to a desire for 3D action packed games. Some examples of isometric games are the original Fallout, Theme Hospital, Rollercoaster Tycoon, and Baldur’s Gate. An advantage to isometric games is that they can be easier to create because of the parallel projection, and players can easily move characters around without having to move the camera, which can distract from other aspects of the game.
Style (2d, 3d, pixel, stylised vs realistic, etc)
Platforms (apps, consoles, etc)
Interface - (good examples - fallout 3)
Types of games and how this effects art styles
http://uk.ign.com/articles/2012/03/13/how-game-art-changes-around-the-world
https://www.nyfa.edu/student-resources/5-types-of-video-games/
http://imranunit40.blogspot.co.uk/2015/03/video-game-perspective-perspective-is.html
http://www.gamefromscratch.com/post/2013/06/11/Creating-art-for-your-game-when-you-are-a-programmer.aspx
https://gamedevelopment.tutsplus.com/tutorials/game-ui-by-example-a-crash-course-in-the-good-and-the-bad--gamedev-3943
https://www.gamasutra.com/blogs/AnthonyStonehouse/20140227/211823/User_interface_design_in_video_games.php
https://www.quora.com/What-is-the-definition-of-a-game-interface
https://www.theseus.fi/bitstream/handle/10024/133067/Keo_Mary.pdf?sequence=1&isAllowed=y
https://www.webdesignerdepot.com/2008/12/video-game-design-between-1990-2008/
https://creativemarket.com/blog/video-games-as-art-10-visually-stunning-video-games
http://tvtropes.org/pmwiki/pmwiki.php/Main/VariousVideogameViews
https://mozzastryl.wordpress.com/2013/01/20/types-of-game-perspectives/
https://www.youtube.com/watch?v=Nx6HidoL25g
https://www.youtube.com/watch?v=LX5MNVWUMdg
https://www.youtube.com/watch?v=dq3t_pxPaoQ
Why Video Games?
Why pick video games for my project?
I chose to focus my project on video games because of how much they influence me creatively and how much I enjoy them. I also chose them because I wanted to explore how I could take illustration (something I’m quite good at) and create a concept for something interactive.
What makes a game memorable? Successful?
What makes certain games memorable to me is the impact they had on me and how much I love the game after playing it. If I finish it and am left happy but sad that it’s over and immediately want to play it again, I feel it’s a success. There are aspects of video games that make them more enjoyable to me personally, such as exploration, immersion, and interesting characters. The aspects within games that you like best usually depend on what genre you enjoy most. Someone who enjoys exploring, collecting, and making their own choices would enjoy an rpg game more than someone who likes competition, fast-paced action and blowing stuff up.
Atmosphere (aka the ‘feel’ or ‘mood’ of the game) can change the way a game is seen by players, and can make it better and worse depending on whether it is done well or not. Some examples of games with good atmosphere are Bioshock, Firewatch, and Fallout 3. Bioshock, for example, achieves this by using a distinct under sea colour palette and art deco architecture and interior designs, and the locations in the game look like they could have been a real place, despite a city under the sea being near enough impossible. The game also feels claustrophobic, the areas aren’t that big and walking through the tunnels of Rapture make the player realise how trapped they are.
Another thing that can make a game successful is immersion. Roleplaying can make a game more immersive because of the character creation elements, but detailed and well constructed stories can do this without creating characters. Some examples of immersive games are The Elder Scrolls V: Skyrim, Mass Effect 2, The Witcher 3, and Horizon: Zero Dawn. Skyrim is particularly immersive due to the huge land to explore, the seemingly neverending story, and being able to interact with everything (and everyone) around you. The world around you reacts to your decisions and actions,
The last example I’ll talk about here is a game having an interesting story. This could be a game with an elaborate story, choices and endings, or could be something simpler but enjoyable and fun. A few games with great stories are Undertale, The Last of Us, Life is Strange, and .. The Last of Us is well loved amongst video game fans due to its well rounded characters, a story that is simple on paper yet alluring and thought-provoking, and beautiful (and very dangerous) world. It asks questions about morality, the greater good and how far humans would go to survive, while being heart wrenching and touching.
Differences between cultures and video game successes
There’s no denying that video games are effected by the culture of the place they are created, just like any piece of media. Within Western culture, first person shooters like Call of Duty, Battlefield and Halo are extremely popular, being less popular in Japan. This could possibly be down to the fact that the US and Japan have very different relationships with firearms and depictions of war. According to Sega Sammy president Harunori Satomi, Americans prefer a hero who is fully-grown, muscular and confident, whereas Japanese gamers prefer a hero who is an unassuming yet gifted teenager that goes through a coming-of-age story (from here). Western gamers seem to prefer more realistic stories and graphics, whereas Japanese gamers seem to prefer more colourful and fantasy-like games. This could be because in Japan, children grow up with anime and manga, whereas Westerners are exposed to more realistic and grittier movies and tv, which translate into our gaming preferences. Another difference is choice. Games in Japan seem to be more linear than games in the West. Some popular games with various choices are Dragon Age, Fallout, and The Walking Dead series.
What my friends and peers like best in video games?
I found a survey from a study about what different people like best within video games and asked some friends to take the survey so I could compare them with mine and each others.
My results:
Action-Oriented, Spontaneous, Deeply Immersed, and Creative
My results tell me that the most important parts of video games to me are Immersion and Creativity. This is the result I was expecting, though I thought challenges and mastery would be more important (apparently not, though).
https://goo.gl/etQdtg
First person - Owen Jones (22, m, bestie):
Action-Oriented, Persistent, Driven, Independent, and Grounded
The graph shows that Owen’s main motivations when playing video games are action and achievement. He likes challenges (and prefers playing on harder difficulties) but isn’t interested in competition, and doesn’t care much for co-op unless it’s with his friends. I know from experience that he loves to complete games (at the time of writing this he has 52 platinum trophies on playstation, compared to my measly 13).
https://apps.quanticfoundry.com/profiles/gamerprofile/9c6EgZeZiLqknd2acRaYHP/
Second person - Nicole Briley (25, f):
Fast-Paced, Proficient, Deeply Immersed, and Creative
///
https://apps.quanticfoundry.com/profiles/gamerprofile/i2VPgPZgis44emLjnxSu2R/?n
What next?
- Research what other people like best about video games
- Research art and graphics in video games and how I can use this in my own work
https://honeysanime.com/japanese-gaming-vs-western-gaming-whats-the-difference/
https://www.quora.com/What-is-the-difference-between-American-storytelling-and-Japanese-storytelling-in-video-games
https://www.theguardian.com/technology/gamesblog/2006/jul/27/culturaldiffer
Mid-Project Review
PROJECT SUMMARY AND MY INTENTIONS:
For my project I intend to create a concept for a video game based on my theme of witches and witchcraft. My ideas have developed through the use of artist and contextual research, as well as partaking in workshops and experimentation.
SHOWING MY BEST:
Over the past two years studying on a level 3 course my practical skills have improved greatly. I also think putting together my portfolio helped me learn how to present my work professionally, and helped to identify what pieces of work were more successful than others. After university interviews I had positive feedback about my portfolio from the interviewers.
RESEARCH/INFLUENTIAL ARTISTS/DESIGNERS:
Putting together a springboard helped me identify different artists that inspired me, and my inital ideas. After creating the springboard I looked at a lot of other artists that have inspired me, such as Tove Jansson, Luke Pearson, Heikala,
DEVELOPING A POTENTIAL OUTCOME:
I have considered what my final outcome could be; some ideas are creating a concept for an app game which would include creating mock promotional pictures and photoshopping to show how the game could look on a phone or tablet. I have also considered creating a concept for a console game, which could include creating a cover and disc design. I intend on creating a collection of characters including the protagonist and potentially an antagonist depending on what type of game I decide on. I will also create locations for the game to take place in including the house the witch will live in. Other things I will consider creating are customisation options for the witch, and a menu and inventory screen.
GOALS & GRADES:
To achieve the grade I want I will need to produce a successful and effective outcome, as well as meeting the criteria and keeping an up to date and informative blog.
FACTORING IN POTENTIAL ERRORS AND MISTAKES:
Factors that may impair the project are my poor time management, concentration, and motivation.