Janaan Ahmed (0353333) / B'Des Creative Media
I will however most probably go back practicing so that the results are not only efficient but also more polished in appearance. (Admittedly some of them looked very wonky this time...).
2. COLOURS:
DARWIN FROM THE AMAZING WORLD OF GUMBALL
For the 4th one, we further built upon the previous pear to make something new. The inner 'flesh' was drawn using the pen tool and 'sent to the back'. The seeds were referenced from our vormator exercise shape toolbox.
I also personally really like the character designs of Twitter artist Maniani:
LAYOUT
To not overcomplicate things, I settled on a flat colour
background, and added a card number to the layout.
Feeling like the red was a little too 'in-your-face' I toned down the bg colour to a deep plum, and also changed the layout of the character info.
Made several more variations, all of which are shown below in fig 6.9.
I narrowed down my choices and ended up liking the red background since my character was blending in too much with the purple backgrounds.
While I liked the name with the flames (left of fig. 6.10), the flames were now blending in with the background! So I removed them to see how it looked.
Personally without the flames, I felt like my design lacked that little 'oomph', so I changed the background colour again.
CHARACTER INFO:
Illustration & Visual Narrative
Task 1: Exercises
Lectures
WEEK 1
INTRO
We were introduced to the module by the very cheerful and bubbly
Ms. Anis, and briefed on some of the expectations and assessment
criteria of it. She also walked us through some of the resources on
Times and explained to us the physical class week divisions (to keep
up with current SOP's). We were also later joined by Mr. Hafiz who
will be taking our Practical classes for this module.
PRACTICAL
To familiarise ourselves with the pen tool, we were tasked with
completing all the levels of the Bezier Game.
Funnily enough, we also did the same in the DPI class. I have already
documented my struggles with playing the Bezier Game for the first try
in that post aha.
However, since I've already got somewhat of a grip of it from my
earlier meltdown efforts, I managed to make it
through with a lot more nodes left to spare.
|
| Fig.1.1: Bezier Game Results |
I will however most probably go back practicing so that the results are not only efficient but also more polished in appearance. (Admittedly some of them looked very wonky this time...).
---
WEEK 2
CHARACTER DESIGN BASICS
Stylised design
(in conjunction with good lore and narrative) is what more
often than not makes a character appealing.
3 Principles for Stylised Design
|
| Fig. 2.1: Doraemon, an example of good character design |
- Iconic: so that it is recognisable from even just a dark silhouette (e.g. Mickey Mouse)
- Simplicity: so that it allows viewer to easily digest and understand purpose + narrative of character easily
- Unique: memorable + has impact on viewer and is able to stand on their own among other characters
Principles of Character Design
1. SHAPE:
- Shape language helps reflect role in narrative.
- Rectangles are often used for protagonists because of its sturdiness, strength, perceived stability (e.g Sully from Monsters Inc.)
- Circles- lack of sharp edges -> perceived as non-threatening + often feel soft and friendly
- Triangles often used for antagonists (especially inverted triangles) since the imbalance provokes a sense of uneasiness.
- Adds weight to PERSONALITY of character
- Make many sketches and explore different possibilities + combos of shapes :D
2. COLOURS:
- Helps establish basic role of characters (e.g. dark clothing often associated with evil/ bad characters)
- Consider colour psychology (e.g. blueness often quite literally represented by blue like in the case of Sadness from Inside Out).
3. EMPHASIS + CONTRAST:
- Often paired in terms of design.
- There can be emphasis + contrast of shapes, colours
- Exaggerate features to memorate
4. HARMONY:
- Everything is put together in a tasteful manner i.e. it is pleasing to the eye, and elements work together.
- Consider visual hierarchy - is there a specific element to focus on? e.g. a scarf
- All elements should complement each other in the way they reflect and relate to the character
5. EXPRESSIONS & POSES:
- expressive emotive characters win the audience
- clear visualisation of behaviour, quirks and personalities often make character more appealing to viewer
LECTURE REPORT 1:
|
| Fig. 2.4: Instructions for Lecture Report 1 |
Darwin is one of the main characters in The Amazing World of Gumball.
He is the pet goldfish/ adopted younger brother of Gumball.
One of the key characteristics of Darwin in relation to the
rest of the Wattersons which point to his background is the
saturated orange. This not only points to his obvious identity
of being a goldfish (lol) but importantly establishes the fact
that he is adopted. In terms of colour psychology, the bright
orange used also expresses his optimistic and sunny nature quite
effectively. Moreover, it also compliments his counterpart
Gumball’s blue colour. This is quite significant as Gumball and
Darwin are seen to have an inseparable bond and the iconic duo
is almost always featured together, which really helps create
the type of contrast that focuses the viewer’s attention
on them when placed alongside other more minor background
characters.
Fig. 2.5: Gumball and Darwin
Looking at his facial features and expressions, we see that they
are large and rounded, much like the rest of the Wattersons,
which also quite nicely ties him up with the rest of the family,
despite his contrasting colour in relation to the
others. Additionally, his naïve childlike wonder, sensitivity and overall bubbly personality is
also reflected in his rounded shape which points to his
easy-going, approachable and harmless nature*. (Okay maybe the
word ‘harmless’ is not completely accurate seeing as how the
entire Watterson family is notorious for causing havoc in Elmore
ha-ha. I meant this in the context that he is not inherently
evil.)
Having grown legs out of the sheer will of making his way back
to Gumball in his origin episode, he also comically has no upper
body to link his legs to his head. Additionally, Darwin is
rarely ever seen without his sneakers, which makes sense seeing
as how the show funnily references his lack of an upper body by
blurring his feet in scenes where nudity is depicted. The green
and white sneakers also helps make his character pop when used
alongside the orange. Overall, his rounded head, fins and tail
in conjunction with his long legs make for quite a unique
silhouette.
To sum up, Darwin’s character design while being quite simple,
is not only effective in expressing his personality and role in
the series, but is also very memorable.
[380 words]
|
| Fig. 2.5: Gumball and Darwin |
PRACTICAL
Today, Mr.Hafiz demonstrated how to trace the basic shapes that
would be used for our Vormator Challenge (Task 1) on
Illustrator.
We were to follow along using the template provided on Google
Classroom, and ask any questions if any came up - whether it be
about the interface or shortcuts.
---
WEEK 3
CHIAROSCURO
Miss Anis kindly told us that we didn't have to make elaborate
notes of our lecture slides. Instead our knowledge of the topic
would be tested and applied in the lecture report of the
week.
LECTURE REPORT 2:
Fig. 3.1: Instructions for Lecture Report 2
THE LIGHTHOUSE (2019 FILM)
|
| Fig 3.2: Cast of The Lighthouse; (left) Willem Dafoe, (right) Robert Pattinson |
The Lighthouse is a movie that really left an
impression on me. Its memorable black & white aesthetic is
very much reminiscent of film-noir, which makes it a gold mine
for our topic of Chiaroscuro!
Brought to life by the duo Robert Eggers (director) and Jarin
Blaschke (cinematographer), The Lighthouse is a thriller
which follows veteran lightkeeper Thomas Wake and his
subordinate Ephriam Winslow in their descent to madness
when an abrupt storm strands them on a remote
island.
As told by Eggers and Blaschke themselves, the entire
film-making process was a long and strenuous effort to best
capture and deliver something
atmospheric, confined, and mystifying. In fact, the story
itself blossomed from the atmosphere and mood that director
Eggers first decided on. As the story focuses on two characters,
it was also decided to use a boxier aspect of 1:1:9 to really
capture a dark sense of claustrophobia.
Visual inspiration was taken from several sources, notably
Fritz Lang’s M (1931), which left quite an impression on
Blaschke in terms of camera movement. In particular, he
highlighted the importance of the
exclusion of elements within a frame, over inclusion.
This stood out to me because we can definitely see several
influences from M translated onto
The Lighthouse.
To best capture some of these requirements, the film equipment
used was a mix of antique with modern adjustments. An array of
the brightest lights in Canada was also used to accommodate the
film’s exposure sensitivity to best create the high contrast
scenes we see in the movie. Funnily enough most of the crew
on-set even had to wear glasses!
Anyways I digress, let’s have a look at one the scenes
now:
This shot is taken from somewhere in the middle of the film,
where Winslow (Robert Pattinson) is seen vengefully looking up
at the main lightroom of the lighthouse. Some context: he is
inexplicably not allowed to tend to the light, and is often
treated poorly by his superior, Wake (Willem Dafoe). Wake is
quite insistent on tending to the light himself, often referring
to something along the lines of ‘the light, she’s mine’.
Wake tends to the night shift and locks himself up there with a
key that is exclusively his– out of sight from
Winslow.
Anyhow, this scene is taken post-strand where the pair have
begun to lose patience with each other. I believe this is quite
evident in Winslow’s expression which the lighting plays an
integral role capturing. Winslow’s internal rage is brilliantly
and subtly captured by obscuring half his face, and deliberately
shining on one of his eyes. The rest of his body dissolves into
the much darker background, and can be an allude to Winslow
losing himself into the ‘darker’ parts of his psyche. We also
see that the contrast created is intentional in pointing to our
focal point– the audience is immediately drawn to Winslow’s
spiteful look, pointed towards Wake and his association with the
lightroom. The entire purpose of the scene I believe is to
silently (but loudly) portray the whirring anger within Winslow.
It is essentially used as a window in to understanding
his state of mind.
This is even more evident when compared side-by-side to an
earlier scene in the movie within the same setting. We see that
the contrast is relatively not as high. Here we see
Winslow looking almost hopeful, with a more wistful attitude
towards the lightroom (as portrayed by the more diffused
lighting on his face).
Compare this to a close-up of our scene, where Winslow’s
deathly glare is quite literally highlighted as the main
focal point. In conclusion, while Rob’s acting is brilliant, it
is definitely enhanced and supported by the lighting
to further elevate
the heavy emotion being portrayed.
(621 words)
---
WEEK 4
COMPOSITION THEORY 1
Composition
simply refers to the arrangement of the elements in your
visual. It is crucial for good storytelling, and involves making
conscious decisions of what to include and exclude
to build what fits the narrative of your piece best.
We then studied some scenes from The Grand Budapest
Hotel. Who doesn't love Wes Anderson's
compositions?
What we learned from this was that the composition of each
shot should be arranged consciously
to allow the focus
of the scene to stand to stand out even in the subtlest manner.
BASIC COMPOSITION VISUAL RULES
We once again studied some scenes from film and
animation to get a better understanding of how these
were applied.
Generally, visual hierarchy is achieved if the other 3
are achieved. Having all 4 constitutes a successful scene!
DIFFERENT TYPES OF SHOTS (& HOW TO APPLY THEM)
1. Establishing
- Often wide shots that capture the horizon
- Helps set the scene - giving audience just enough info to process what's going on
- Portrays spectacle & grandeur of location to audience
2. Bird's Eye View
- On top of focus i.e. overhead
- good for action sequence
3. Frame Within a Frame
- Frame can fracture screen space
- Adds depth and creates visual interest
4. Medium Shot (3/4 shot)
- Standard camera angle
- generally used between conversing characters
- between long and close shot
- "What are they doing?"
5. Closeup
- Good at capturing intimate moments/ portray detail on character
- Captures emotion and peak into character's mind, helping audience empathise with characters (to better connect with them)
- "What are they thinking/feeling?"
6. Worm's Eye View
- Viewer on the ground
- Same as closeup but can help establish context of scene
LECTURE REPORT 3 :
|
| Fig 4.3: Instructions for lecture report 3 |
1. Establishing
2. Bird's Eye View
3. Frame Within a Frame
4. Medium Shot (3/4 shot)
5. Closeup
6. Worm's Eye View
PRACTICAL
This week's practical involved a chiaroscuro image to
practice different ways of tracing, building shapes,
adding colour within Illustrator. We were given a picture
of a pear as a template for our work.
Mr Hafiz demonstrated several ways of tracing the pear,
some of which included:
- using the pen tool alone
- the pen with curvature tool
- the shape builder tool
- adjusting curves using direct selection tool
- etc.
Ultimately it is up to us to use whatever works best
for our individual work flow :)
We also learned about the knife tool as an
alternative to the pen tool, which can be used to create
more shapes. After 'cutting' up our shape, we use the
pathfinder (divide) or shape builder tool.
|
| Fig 4.11: Different outcomes achieved by different tools |
We were also taught to adjust the colour balance of
selections. In the figure above, I've adjusted the colour
of the selections made from cutting up the pear with knife
tool.
|
| Fig 4.12: Using the colour balance setting |
For the 4th one, we further built upon the previous pear to make something new. The inner 'flesh' was drawn using the pen tool and 'sent to the back'. The seeds were referenced from our vormator exercise shape toolbox.
For the 5th pear, we were given an image of a skull as
reference to trace over some details. The pear used as an
outline of the shape.
After tracing the shapes, we use the pathfinder to divide
up our pieces for separating colour.
Mr. Hafiz had an 'aha' light bulb moment and encouraged
us to follow any creative intuitions that pop up during
our work process. I replicated his idea to practice using
Illustrator.
As a cute finishing touch (and further Illustrator
practice) I created a stem and duplicated it for each
pear. And with that done, we then arrange everything so it looks
presentable.
Anyway, here's the outcome:
NOTE: Had to re-do this exercise from scratch because
Illustrator crashed and didn't recover my file
:'(
On the plus side, re-doing it helped develop muscle
memory of the tools I use most.
Instructions
Ex 1: Vormator Challenge
We are tasked to create a character of our choice and go wild with
our imagination, the only condition being that we are restricted to
only using the 8 shapes provided (hence the challenge part).
VISUAL RESEARCH
Before sketching, I searched through Pinterest to study some character
design silhouettes. Personally, I quite like the
silhouettes used in Steven Universe characters, particularly in
Garnet.
I already had a general idea of making a very
cute blobby character, so further looked at more simpler character designs and
silhouettes on Pinterest to get an idea of how to best utilise our
Vormator shapes.
|
| Fig 5.3: Characters with simple shape language |
I also personally really like the character designs of Twitter artist Maniani:
|
| Fig 5.4: Characters by @maniani0122 |
In all honesty I started with a random character (top left) and
decided to come up with a story later on.
The first one (top left) is meant to be one of a series of a
killer weapon-of-war robots (designed to initially confuse
unsuspecting victims with its cutesy appearance- quite a sadistic
way to kill). A defect in its coding allowed it to develop a
fondness towards preserving life and hence being employed at a
flower shop (hence the apron).
The next series of sketches are mainly just cats- (bottom left
a wrestler cat), and a space cat (centre). The space cat was a development from the first robot design, and its backstory also involves preserving life (very akin to
Wall-E's story).
I then suddenly was reminded of Luci from Disenchantment, who
is the 'personal demon' of main character Princess Bean. This
is mainly because throughout the series the supposed creature
of evil is often confused with being a cat.
This is what lead me to the design on the bottom left, which is
also shown in the figure below:
I personally ended up liking this design the most since it had
the most personality from the rest of the sketches. This one's
meant to be mischievous (but mostly harmless) demon who crossed
dimensions out of pure boredom, and found work as a barista at a
local cafe'.
The last sketch on the top right diverges from the rest of my
ideas, and is simply a play on the notorious Karens
of society. Yeah I had no reason for making this except that
I found it amusing to think up of superpowers on a trading
card for her.
DIGITISATION
CREATING THE BASE
First I transferred my sketch image to Illustrator, and
turned it into a template layer. I reduced the opacity to
about 25% to see better when tracing the shapes.
I also made my workspace easier by copying the vormator
shapes onto my artboard. Then it was like picking colours
from a palette.
Pretty sure I used the drop, wurst, and badge shapes the most
because I found them to be the most versatile.
Some shapes in the sketch were quite complex, so I combined
several of our given shapes and used the pathfinder and
shape builder tool to remove, and add.
I saved some of these newer complex shapes to be used later
if needed.
After getting some of the main parts down, slight
adjustments had to be made to allow for a less stiff
pose.
Fig 5.16: Workspace and progress (06/05/22)
After a lot of work getting the proportions and pose right,
here's the base sketch I came up with, along with its
outline view.
COLOUR EXPLORATION
Having a somewhat clear idea of the values
in my vector sketch made picking colours a lot easier. I
tried to stick to a minimum palette, keeping in mind the
character's backstory.
Fig 5.19: Colour Explorations (07/05/22)
There were 3 particular designs that I liked best. I
made some more explorations with two of them, mainly
changing up the apron colours.
Fig 5.20: Further colour exploration
(07/05/22)
After much deliberation, I managed to narrow down my
options to a total of 4 designs.
Fig 5.21: Narrowed down palettes (07/05/22)
In the end I decided to select palette 1, since the
balance of complementary colours looked the most striking
and 'memorable' to me from the four.
LIGHTING & DETAILS
To add more depth, I began to add some shadows to my
character, some of which are shown below:
Fig 5.22: Closeup of scarf details
(07/05/22)
Fig 5.23: Closeup of gem details (07/05/22)
I also thought to add some props, mainly a tea/coffee
tray for our little barista. These were also made using
the shapes provided and the help of the pathfinder +
shape builder tools.
Fig 5.25: Character with props (07/05/22)
For the finishing touch, I played around with the
colour balance to make all elements cohesive.
DIGITISATION
CREATING THE BASE
First I transferred my sketch image to Illustrator, and
turned it into a template layer. I reduced the opacity to
about 25% to see better when tracing the shapes.
I also made my workspace easier by copying the vormator
shapes onto my artboard. Then it was like picking colours
from a palette.
Pretty sure I used the drop, wurst, and badge shapes the most
because I found them to be the most versatile.
Some shapes in the sketch were quite complex, so I combined
several of our given shapes and used the pathfinder and
shape builder tool to remove, and add.
I saved some of these newer complex shapes to be used later
if needed.
After getting some of the main parts down, slight
adjustments had to be made to allow for a less stiff
pose.
|
| Fig 5.16: Workspace and progress (06/05/22) |
COLOUR EXPLORATION
Having a somewhat clear idea of the values
in my vector sketch made picking colours a lot easier. I
tried to stick to a minimum palette, keeping in mind the
character's backstory.
|
| Fig 5.19: Colour Explorations (07/05/22) |
There were 3 particular designs that I liked best. I
made some more explorations with two of them, mainly
changing up the apron colours.
|
| Fig 5.20: Further colour exploration (07/05/22) |
|
| Fig 5.21: Narrowed down palettes (07/05/22) |
In the end I decided to select palette 1, since the balance of complementary colours looked the most striking and 'memorable' to me from the four.
LIGHTING & DETAILS
To add more depth, I began to add some shadows to my
character, some of which are shown below:
|
| Fig 5.22: Closeup of scarf details (07/05/22) |
|
| Fig 5.23: Closeup of gem details (07/05/22) |
I also thought to add some props, mainly a tea/coffee tray for our little barista. These were also made using the shapes provided and the help of the pathfinder + shape builder tools.
|
| Fig 5.25: Character with props (07/05/22) |
For the finishing touch, I played around with the colour balance to make all elements cohesive.
FINAL OUTCOME :
For my outcome, I decided not to include the coffee set since
it was distracting from the character (maybe I'll include it
in the card design instead).
Fig 5.29: Final Outcome in PDF (07/05/22)
FINAL OUTCOME :
For my outcome, I decided not to include the coffee set since
it was distracting from the character (maybe I'll include it
in the card design instead).
Fig 5.29: Final Outcome in PDF (07/05/22)
Ex 2: Game Card Design
With our character design set, we are now to create a game card
for them! For this exercise, we are:
- not bound to the Vormator shapes
- free to trace card templates online or create our own
- to decide on a colour scheme with a moodboard & palette selection
VISUAL RESEARCH
From tarot cards to trading cards, here are some ideas +
from Pinterest that I really liked for the aesthetic I had in
mind.
|
| Fig 6.1: Reference |
|
| Fig 6.2: Reference from Layton 7 |
|
| Fig 6.3: Reference from Hidden Leaders |
|
| Fig 6.4: Reference from Card Wars |
LAYOUT
I wanted to create something simple since my character design
is also quite simple. I tried to emulate the shine on a card by
using gradients but I didn't really feel like it matched my
character. I really wanted to keep things flat.
I then tried to create a background setting in my character's
world, and tried adding the props as well. I also created a little
flame symbol to signify my character's element.
|
| Fig 6.6: Variations in first design |
|
| Fig 6.7: Without background |
Feeling like the red was a little too 'in-your-face' I toned down the bg colour to a deep plum, and also changed the layout of the character info.
|
| Fig 6.8: With and without props |
Made several more variations, all of which are shown below in fig 6.9.
|
| Fig 6.9: All variations |
I narrowed down my choices and ended up liking the red background since my character was blending in too much with the purple backgrounds.
|
| Fig 6.10: Slight layout differences |
While I liked the name with the flames (left of fig. 6.10), the flames were now blending in with the background! So I removed them to see how it looked.
|
| Fig 6.11: Name without the flame border |
Personally without the flames, I felt like my design lacked that little 'oomph', so I changed the background colour again.
At the end of the day I couldn't decide between two designs so I
included both of them as variations (which now that I think about is
quite fitting for trading cards!).
Fig 6.15: Final Outcome in PDF
CHARACTER INFO:
Fifi is a mischievous demon who out of boredom crossed dimensions
from its homeworld to seek adventure. While exploring Earth's
realm it found a job opening at a cafe' in a rundown town called
Maywille, and decided to take up on it (again for the experience
of it). While not inherently evil or malicious, Fifi is known to
playfully tease customers and pull the occasional prank on them,
again nothing done with harm. Despite any troubles, Fifi's charm
and cat-like appearance makes it quite popular among children and
your average cat-lover.
Feedback
Due to some personal setbacks, for this task I regrettably did not
have the time to ask for feedback.
Reflections
This task overall was a bit challenging for me at first because I
was still getting used to Illustrator's interface. However, I was
very excited to do it since I found the concept of it very fun and
interesting! Game cards are of course very reminiscent of a
lot of our childhoods afterall. I did sadly struggle later
on in finding the time to complete it, and at some point was very
frustrated not being able to make progress on my work. It also didn't help that lllustrator kept crashing on me,
sometimes not recovering my work file. There was a lot of double
work because of this :') Needless to say, doing the double work
kinda helped me get used to things on Illustrator so I guess
that's a plus. I shall change the autosave settings in the future
and try to make my workflow more efficient (seriously need to do
this).
All things considered, I'm quite satisfied with my end result and
I've learned a lot from this experience. I've realised that a lot
of work goes into making deliberate decisions that make any
game/tarot card pleasing to the eye and relevant to the
character.































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