26 February 2018
23 February 2018
22 February 2018
Premise: Further Visual Development
I want to use brighter colours to make everything seem busier, but I don't want to make it unreadable. I might take something like second image below, where only parts of the background are shown, to keep each shot more simple. I like the simplicity and contrast in the first image and I do want to keep the red I have been using.
I want to give my character a face to show myself emotional reaction to the physical sensations I experience. I want to keep this simple, but expressive.
19 February 2018
16 February 2018
Premise: More Development
1) I wake up and my feet have liquified and I have to scoop them back together.
2) I come down the stairs and my knees get twisted up each time I go down a step and at the bottom I have to untwist them.
3) Where this makes me unstable I have to catch myself against a wall and my wrists break apart and I have to put them back together like a jigsaw while waving my arms about.
4) While sorting this out my back gets aggravated and gets in the way of my bending down and twisting but I pull it about to move how I want. Where I do this I end up losing some control of the body parts I already sorted out.
I want to give each body part distinct sounds that fit with the feeling I get from them and these would all build together into music towards the end of the film. I want to make it more and more like a dance where in the end I give up on settling my body down and just let it do what it wants.
I need to play around with the colours some more and give my character a face!
15 February 2018
13 February 2018
@Phil - Perspectives: Cone of Cogency
My aim is to establish the importance of play in education and then make the point that video games are just another form of play and should therefore have a place in the classroom. I am unsure if video games should be included in the first chapter, linking them to other forms of play at this point, or if this connection should be made only in the third chapter.
8 February 2018
Toolkit 2: Infographics - Lobby Test
5 February 2018
1 February 2018
Toolkit 2: Infographics - Plan
This is my plan for some of the title sequence for American Horror Story Hotel, minus the correct font.
Film Review: Satoshi Kon's 'Paprika' (2006)
Fig. 1 Poster |
Satoshi Kon's 'Paprika' (2006) has themes of reams within
dreams and dreams blending with reality. The film explores technology that has
gotten out of hand, it shows the dangers of technological progress, even when
the progress is intended to help humanity. In the film a doctor and a detective
must recover stolen devices that allow people to enter dreams. Kon based the
film on a novel of the same name by Yasutaka Tsutsui. He uses the idea of
dreams in much of his work, he began as a background artist who was recognised
for 'injecting a staggering level of lived-in
detail into each of his compositions' (Jackson, 2008). The detail he
places in his animations is very effective in conveying distorted realities,
because on the one hand we can see these details but they are also still
clearly drawings and drawings that are morphed in very strange ways. The detail
in the film contrasted with the strange and unrealistic movements, happenings
and transformations works well to create an unsettling effect.
Fig. 2 Dream parade |
In the film
animation is used in service of the dream premise. Unusual, unrealistic in
action and realistic in detail animations are employed to represent
dreamscapes. The animation allows for morphing things to more fully represent
the distortion possible in dreams. The playful colours and morphing of human
characters and inanimate objects is used well to bring the strange and vibrant
quality of dreams to the screen. Fig. 2 shows this in action, the variety of bizarre characters and the way they fill the screen with detail creates a dazzling, confusing impression that works to imitate the experience of dreaming.
The film was largely well
received; Scott Clarke, writing for Starburst Magazine, describes the film as 'one of the most fulfilling achievements in animation
from the past twenty years' (Clarke, 2017). Many reviewers agree that
the animation is used effectively to create a dreamscape that resonates with
the audience, Clarke comments that 'as an
experience it really knows how to exploit dream logic, leap-frogging boundaries
with dizzying rapidity' (Clarke 2017). Kon uses his skills and the animation medium to bring a powerful and exciting representation of dreams to the screen.
Bibliography:
Clarke, S (2017). 'Paprika (2006)'. At: https://www.starburstmagazine.com/reviews/paprika-2006 (Accessed on 01.2.017)
Jackson, P (2008). 'Paprika'. At: http://www.midnighteye.com/reviews/paprika/ (Accessed on 01.2.017)
Illustration List:
Fig. 1 Poster
Kon, S (2006). 'Paprika'. [Poster] At: https://images-na.ssl-images-amazon.com/images/I/71iy1OY4t-L._SL1125_.jpg (Accessed on 01.2.017)
Fig. 2 Dream Parade
Kon, S (2006). 'Paprika'. [Poster] At: https://s.ynet.me/assets/images/movies/paprika_2006/large-screenshot1.jpg (Accessed on 01.2.017)
Subscribe to:
Posts (Atom)