Tuesday, 30 November 2010

Development of Creative Thought and Structure in Illustration and Graphic Art

Restating Problems


I have encountered a number of problems whilst studying for Chui’s project in which we have been briefed to make a Zine or Artists book.

My Idea for this project was to work on tracing paper and make a folded book. I folded up my book and re-opened it to see in what order the pages were from cover to back. I then designed small illustrations on a piece of a4 paper and copied my a4 page of illustrations and printed it off on to tracing paper. Tracing Paper however, is trickier to work with than I initially assumed. I imagined it would fold just as the same as paper would, however it took many attempts for me to fold it correctly without destroying the image which was already printed.


Considering my problem from fresh I would have made a plan which would look something like this:


Look at different ways of binding a book and practice the techniques to find out which one i would prefer.


Test how to print the image on the page


Layout the images on the page before hand (although I don’t have a program to do this with so this could be a problem)


Draw on a larger scale and downsize (again as I have bought my Mac I do not have the program’s yet to allow me to do this.)





Developing Ideational Fluency



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I believe that a mind map is different to a Brainstorm because I think that with a mind map is more visual and a more graphical way of taking notes. Images can be added to a mind map and it is a lot more affective. I think the activity of a mind map is to show whats on one persons mind, so would be more likely used as a means of recording just one persons thoughts as opposed to a larger group.



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Brainstorm’s are quicker notes, written down when thought of. I think that a brainstorm is more of a group activity to get ideas down quickly as each person says them. The method of brainstorming was Popularized by Osborn, who stated that groups could double their creative input by using brainstorms to record ideas.

Sunday, 21 November 2010

Wednesday, 10 November 2010

Production and Outcomes- influences and reactions

Production and Outcomes: Influences and Reactions

Interpretation - Illustrators/Creatives select and use a ‘zeitgeist’ to interpret the message. Time and place has a great effect on their production...


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This illustration is by Alfred Barbou, produced in 1882. It depicts the story of the Hunchback of Notre dame by Victor Hugo. Drawings from the victorian era seemed to be very delicate yet very dark at the same time. There are many gothic elements in this image which refers to the “Zeitgeist” prevalent in this period. During the Victorian era was a movement referred to as the “Gothic Revival” which began in the 1740’s. A lot of the gothic art in the Victorian era was an escape from the industrialization which took place at the time, because of this, there was a lot more leisure time, so art became something which people took time over.


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Alfred Barbou’s drawing compared to David Hughes’ 2006 depiction of the Victor Hugo “The Hunchback of Notre Dame” story, is a lot more flat. With it’s 2d presence and flat colour, it is a lot more simple then Barbou’s image. Black outline on this image accentuates it’s more contemporary creative’s style. It is not realistic and was not aimed at being realistic by its creator in the first place.


Methodology - A thorough and versatile design process enables an Illustrator/Creative to work independently and professionally...


Design is the planning that lays the basis for the making of every object or system. To design, refers to a plan which will eventually construct something. The Term ‘design’ has different connotations in different fields, which can vary from structural planning for example notes alongside maquettes and models, to graphical planning; notes alongside images and drawings to show what will eventually be.

A plan, is essentially the final outcome stripped down to the bare primitive components. In other words, ‘Primitives’ are the elements from which the final outcome is composed.


“Everyone designs. The teacher arranging desks for a discussion. The entrepreneur planning a business. The team building a rocket.

Their results differ. So do their goals. So do the scales of their projects and the media they use. Even their actions appear quite different. What’s similar is that they are designing. What’s similar are the processes they follow.”



Development of ideas and structure in moving image

“Every movie needs to have a beginning, a middle and an end, but not necessarily in that order.” - Jean-Luc Godard



PRINCIPAL 1

At the beginning of the film “Zombieland”, the opening credits show a sequence of slowed down footage of different zombie attacks, not only from the title but from the opening scenes, the au

dience are aware that this film is about the undead. The protagonist “Columbus” is established as the voice over. He sets out “rules” in which the audience can follow to guide them through the film which has been initially set out as a zombie apocalypse. “Columbus” then shows the “beginning” of the Zombie take over, when his rather cliched dumb-blonde, helpless, beautiful neighbour runs in to his flat after being bitten

and turns in to a member of the undead.





The middle part of the film then goes on to show how “Columbus” meets “Tallahassee” (names given to the characters to narrow them down to the country they are from as they are no longer human beings with rights but statistics of humans that are still living) and how they meet “Wichita” and her younger sister who are all trying to get to different locations which they each believe is their safest option, however are playing their own selfish games against each other.
Along the way there is a romance between “Columbus” and “Wichita” as they try to create a mutiny against the zombies.
The Unity of time in the film is not fluid. There are scenes

of flashbacks to happier times, before the zombies were around, to make the audience understand that they once lived in “standard society.”




The ending is then left open but gains a happier tone as it shows that the 4 build not only a strong relationship but a “gang” to fight against the zombies.
The film shows around thirty minutes at the beginning to “establish” the criteria. It then has around an hour to show the main section of the film, and then finishes with around half an hour to end the film on a positive note.
This film relates to Todorov’s theory of “equilibrium, disequilibrium, new equilibrium.”












Character Design - four aspects of character.



Protagonist

The protagonist of the film I have chosen to write about is Harry Potter, The books and Films are of course entitled with his name, which insinuates to us that he is the main character/ protagonist.

Antagonist

The antagonist in the film is Voldemort... he is Harry Potter’s enemy “neither can die while the other lives.” It is clear that he is the cause of conflict as in each of the films he comes back with vengeance to try and become stronger and destroy the protagonist of the film.

Dialogue

The words used by characters can give a good insight in to a character so as the audience can understand who they are. For example Neville Longbottom, a cowardice but penultimately brave character in the series, is described with praise: “It takes a great deal of courage to stand up to your enemies, but a great deal more to stand up to your friends.”

Stereotype

Draco Malfoy is the typical school “bully” who boasts about his families’ financial circumstances and mocks Harry for not having parents. However we do learn that, like most bullies, Draco Malfoy is deep down a coward who puts others down in order to make himself feel adequate.





Appearance

Harry Potter has a geeky and disheveled look which deters the audience from his exceptional power and bravery.

Action

Harry Potter is the typical good conquers evil story. He is the “goody” and Voldemort, his opponent, is the “baddy” He has exceptional power and is the action hero of the films.

Interaction

Harry Potter has different levels of interaction with each character. Each and every character plays a vital part in the story and provides a link to all the back stories within the main story.




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