Sunday, 8 November 2009

Rough sketch for scene 1

During the Digital Painting lesson on Friday, i came up with one idea for a scene and drew it roughly before choosing to reproduce it in Photoshop I kept re-reading the paragraph the scene was depicting it and each time, a new image cropped up- this was the first image that came to mind:

its very rough with no detail but shows the composition i would like-

However, another time that i read the page this scene was in, the ruins were to be seen from looking down from the volcano- This image that i depicted also fits in with another scene though, after i read on, so does fit both in a way.

(there will be more sketches to come, if not that great- but digital painting stuff will come soon for reasons ii explained in my previous post)


  1. Interim Online Review - Unit 2 : Space 10/11/09

    Hi Jade,

    Okay - what is made very clear by your blog is that you are 'afraid' of drawing/visualisation/digital painting; if you weren't nervous or intimidated, there'd be drawings a-gogo posted here - and there aren't.

    While I applaud the scene analysis that's going on here, I'm going to insist that, from this point forwards, you think via drawing and visualisation; also, I don't want you to be a mouse in your technical class with Phill - I want you to walk right up to him and ask him for the help and assistance that you need; it's a big class, and Phill is pushed for time - but don't use that to vanish; I want to see you move away from this idea I suspect you have about your talents in this area, and move towards a more 'I can do that/I can learn that' stance. I'd like to see you grow in confidence, which, in practical terms means you have to acquire new skills, outgrow old anxieties and find your creative voice.

    So - these are the rules for your blog - no more chat, lots more visuals - this should include mood boards, visual references and research material - but, above all, it means thumbnail sketches, drawings and expressive digital painting... check out Ruben's blog for a great example of someone organising their development into a clearly articulated 'pipeline' of work - and also, go say hi to Alex, because he was frightened of drawing too, but he's gone out there, read up on a few things, watched a few technical dvds and his work is really beginning to transform...

    As I said in an earlier post, your written assignment for unit 1 was very strong; see second comment for general advice re. written assignment for unit 2

  2. Written Assignment stuff…

    Some general structural advice regarding framing your essay in the more general context of ‘production design’ – by way of introduction to your specific case-study (i.e. the movie or game of choice), you’ll need to demonstrate your understanding of the purpose of production design/designers in enshrining certain ‘narrative values’ within the look of the production; you should discuss the general aims/objectives/definitions of production design – see below:

    “Before designing anything, the designer develops a "design concept," an overarching metaphor for the film's appearance that governs individual choices. This "concept" may or may not be established in conjunction with the director. Once settled upon, however, it structures all decisions made, helping the art staff to give an individual film visual distinction.”
    Read more:

    You’ll find alternative definitions that you may want to include, but your following analysis of your chosen exemplar should be an in-depth discussion of that ‘overarching metaphor’ that organizes all the various components of the production’s design; you need to be looking for recurring motifs, colour values, use of space, set-design etc. that, collectively, create ‘the look’ and be able to talk insightfully about the narrative contribution of ‘the look’ – i.e. – how does it assist in the audience’s understanding of the narrative or thematic framework.
    IMPORTANT; try and think of your written assignments as ‘complete worlds’ – i.e., that they must contain all information necessary for your reader to follow your discussion coherently. Never presume prior knowledge on the behalf of your reader; do not, for instance, presume that your reader understands or is familiar with ‘Production Design’ – you always need to define your terms WITHIN the essay; likewise with films and games; give their release date, their director etc. Use footnotes to give definitions or information that would otherwise interrupt flow of argument; for instance, if you don’t want to pause rhythm of sentence by giving reader additional information about a particular artist or designer, use a footnote to put this data into the ‘margins’ of the discussion. On Word, goto to Insert and then ‘Footnote’ to install footnote at bottom of page.

    AVOID DESCRIPTION – obviously, you will need to give some plot details to contextualise the scenes you want to discuss, but I don’t want a blow-by-blow account of the game/film; give a brief précis and get on with the ANALYSIS.

    Below is a list of useful websites; use them in addition to other sources of reference (books, docs, making ofs) to SUPPORT your observations; you need to gather EVIDENCE to corroborate with your analysis. GENERIC observations (i.e. ‘stating the bloody obvious’) are to be avoided at all costs. Tell me something I DON’T know!


    The gloves are coming off; the brief asks you to produce 1,500 words… and that’s what I want; shortfall assignments will be penalized accordingly – or failed.

    Good Luck! ☺