Monday, 11 October 2010

Society of structure

After another session of Interactive spaces and it got me really thinking about structure, why things are the way they are , and who made it that we have to follow these “rules” a good example of this is when Simon spoke about a magazine article where the writer instead of using the standard column by column format , he broke it in the middle so that it appeared that there was two columns but in reality there was only one and it was interesting to hear the reactions from the public who read this article , have we as an society gotten so used to structure and uniformity that when someone challenges that structure we decide to reject it? , isn’t design about breaking new boundaries , so that got me thinking about my own frame story , would it work in a circular structure with a narrative which can go either way .

Video games would also come into this argument , during the 1990 and early 2000’s i was used to the linear form of gameplay in terms of , you have a player you can control and the objective was more or less to play though the level until you reach the end boss , defeat him/her/it. Then move on towards the next level , but all that changed when a friend who lived next door said to me “hey Emile , you want to borrow Broken Sword instead?” (at the time i wanted to borrow a fighting game , but he still wanted to keep on playing it) so i took it and i was amazed , since i was about 12 or 13 at the time , game companies have been trying to advance their graphics to their chosen platforms threshold (in this case , it would be the Playstation) so it come across a traditional point-and-click adventure, where the player has to logically come up with answers and solutions to riddles and problems was mind blowing to me , because there was no absolute linear path you could take and it forced you to take decisions you would take in real life , but although this game had a network of choices it still ultimately had a hierarchy ( which is that it has the same ending) but for a game brought out in 1996 , it still had a profound effect on me amongst the countless FPS’s and Clichéd fighting games coming out at the time.

After playing this game , for years i wanted to play another game similar to Broken Sword but I couldn’t find a like for like until the 2005 game Fahrenheit came out. The game still contains elements of Broken Sword, but this time there was no liner ending but rather a network of endings based upon the player’s desions that he/she made throughout the game. Another thing which made this game stand from the rest were the controls - Console versions of the game eschew most of the traditional methods of control, making minimal use of the face buttons on the controller, instead using twin analog sticks for all player actions. The left stick controls movement of the character, and the right is used for context-sensitive actions. For instance, when Lucas (The main protagonist which you control ) approaches his table at the diner in the opening scene, one direction may cause him to take a seat, while another makes him examine his bill, and a third lets him pick up his drink and take a sip.

Basically what I am trying to do here is explain that in design you have to take risks, and personally that is what am here to do







Thursday, 7 October 2010

Visual Story Telling!


Interactive Spaces - Making New Maps.



This one i really enjoyed , when the lesson first started to be honest i did’t fully understand what was needed of us , there were some very complicated words which i have never come across before , but then with a little bit more explanation i got to grasp with the project , and i really enjoyed it by the end, especially with the frames , I always knew about context and continuity but i never thought that so much thought process went into it , etc lighting contrast , why the camera was placed there so on and so forth , plus the consideration having 5 frames all placed at the same angle as oppose to having 3 shots at let’s say high angle then having an extreme close up in the next frame.Mine and Shiv's edited scene's from Vertigo.


So as a taster task when we assigned with re-organizing frames from Alfred Hitchcock’s vertigo , this i found very enjoyable , as it fully depended on us as a visual creative , knowing where to place this or that frame , and asking ourselves why we would place it there.


Wednesday, 6 October 2010

Design Process.


For my fashion blog project I wanted to research and explore different fashion photographers, as I began looking at fashion photographers, I realised it was a bit of a niche market, they weren’t as many fashion photographers out there that fitted my particular style I wanted to achieve in my blog , (that being the way lighting has been used , makeup , why and how it has been applied) using that information as a basis I was able to progress in creating my blog. First off I did a focus group for my sixth form, asking students what they see as “fashion” , and the main thing I got back from them is that fashion is mainly confidence , if you have confidence in what your wearing then you shouldn’t really matter what others say.

Then I came across what became my inspiration with this particular project – Scott Schuman. Scott Schuman is the creator of the popular fashion blog "The Sartorialist". After leaving his position as director of men's fashion at his showroom to take care of his daughter in September 2005, he began carrying a digital camera around and photographing people he saw on the street whose style he found striking. He then posted these to his blog, sometimes with short comments, always either favourable or open-minded. He is well known for photographing what have been described as 'real people.


Armed with information from my focus group and Scott Schuman , me and my partner , Catherine Quinn , went out and seeked out individuals that stood out in the mundane corridors of a sixth form collage which still implements a school uniform policy. What we were looking for was real fashion - in life you get people who shout , we were looking for people who whispered , people who had that natural sytle.

On Reflection , i am very happy with the outcome of this project , which I believe really it showed not only what we see as “fashion” but also what is socially acceptable – (try being the only guy in the entire college to wear Skinny Jeans).


Tuesday, 5 October 2010

A week (or more like a few days) in...

Beginning to feel the groove now that am about a week into my course , and so far its all good on the good ship sawyer , so what have i been up to i hear you say? Well it all started with a lesson on whiteboard animation, something which often scared me a little (how would you get started , what what you have to do etc) , but with a set of instructions and a little bit of inspiration my group where able to produce this: (i think my group is the very first animation)