23 February 2018

22 February 2018

Premise: Interim Crit

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.


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!

Premise: Thumbnails 3



13 February 2018

Toolkit 2: Life Drawing 12




@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


First timing test. I need to add markers for the names and move on to animating the lines of the lobby before I get the timing right.

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)