Wednesday, 12 December 2012
Thursday, 6 December 2012
Friday, 30 November 2012
Friday, 23 November 2012
Mulefa Research
The mulefa is described as having a trunk, research into anatomy of elephants will give insight on how to draw the mulefas head. If the mulefa has a trunk, it is likely that it possesses a similar bone structure in it's head and face.
Mulefas are said to have a diamond shaped frame and do not have a backbone, they also move by hooking their front and rear legs into seed pods and pushing with their side legs. Their skeleton may resemble a motor cycle chassis. This is a good place to start figuring out the anatomy of a mulefa.
Friday, 16 November 2012
Sunday, 11 November 2012
Tuesday, 6 November 2012
Wednesday, 31 October 2012
Contemporary Design Essay Project Plan
Contemporary Design Essay Project Plan
Essay Title and
Question
How have the issue of climate change and sustainability affected
contemporary architecture?
Why I will answer
this question
I watched a video and a TED talk with architect Bjarke
Ingels in which he states the biggest problem facing the next generation of
architects is climate change and sustainability. I found his ideas of ‘Hedonistic
Sustainability’, to be particularly interesting. This idea questions the misconception
that sustainability means sacrifice. Hedonistic Sustainability is defined as “sustainability
that improves the quality of life and human enjoyment”. I will question Hedonistic
sustainability examining whether sustainability is a moral burden and how much,
if any, we have to sacrifice to achieve hedonistic sustainability in a design.
Bjarke Ingles talks about architects having to design an ecosystem and shows
his Danish Pavillion design as an example of how we can achieve hedonistic
sustainability. Global warming and climate change are the biggest problems we
face in the world, they are not limited to designers and they are serious
problems that the world faces as a whole right now. Because of these reasons,
it is important to examine climate change and understand how we can overcome
it.
Key research areas
Evironmental
Design/ Environmentally friendly designs
Hedonistic
Sustainability
Climate
Change: why is it an issue for designers
History
of green architecture
Problems
with green architecture
Examples
of architecture that embrace hedonistic sustainability
Current
Laws/ legislations regarding design and climate change
Project Timetable
Date
|
Work
|
31st October
|
Begin research into key research areas and collecting information.
|
7th November
|
Continue collecting research, recording it all on blog.
|
14th November
|
Begin to plan essay structure and continue collecting research on
blog.
|
21st November
|
Begin writing first draft using contact time when possible
|
28th November
|
Complete first draft, use contact time for improvements to essay.
Continue recording all on-going research to blog.
|
5th December
|
Start making amendments to essay for final hand in.
|
12th December
|
Have all research recorded on blog and final essay completed
|
Tuesday, 30 October 2012
Project Timetable and Artwork
Artwork:
After much consideration and research I have decided on these 6 scenes to base my artwork throughout the project.
Piece
|
Subject
|
1
|
Heimdall blowing the Gjall Horn
|
2
|
Aesir and Einherjer arming themselves
|
3
|
Thor Fighting Jormungand
|
4
|
Freyr fighting Surt/ Surt burning the nine worlds
|
5
|
Loki breaks free of chains
|
6
|
Nastrond, the shore of corpses
|
Date
|
Work
|
31st October 2012
|
Begin on-going research: sketches, planning for artwork, blog posts.
|
14th November 2012
|
Completed enough research to begin artwork, have all research on blog
|
28th November 2012
|
1st piece of Artwork Completed
|
12th December 2012
|
2nd piece of artwork completed
|
14th December – 9th January
|
Christmas Break
|
9th January 2013
|
Continue with Artwork and begin design book
|
23rd January
|
3rd Piece of Artwork Completed
|
6th February
|
4th Piece of Artwork Completed
|
20th February
|
5th Piece of Artwork Completed
|
6th March
|
6th Piece of Artwork Completed
|
6th March – 10th April
|
Make design book, finish any outstanding work: Blog, artwork.
|
10th April 2013
|
Print and hand in work.
|
Tuesday, 23 October 2012
Future Norse Myths - Concept Art Project
Project overview
Use a story from Norse Mythology and set them in a futuristic/sci-fi setting. I will choose just one story and create artwork based on that story. I will create 6 pieces of concept art based on key scenes in the story. I will show my personal improvement throughout the story. Any research and studies relating to the project will be posted on blog. . I
will use different tutorials from “Digital Art Techniques”; this should help
make my artwork more diverse
What story will I use?
I recently bought this book to help me choose a story for my artwork. I have decided on using the Ragnarok story for my artwork. Ragnarok is the apocalyptic final battle between the gods and the giants in which almost all life is destroyed. Ragnarok is a very intense story with lots of action. There are many scenes in this story that could be translated into artwork.
I will use 6 of these parts of the story:
- Thor vs Jormungand
- Odin vs Fenrir
- Surt Burning everything
- Freyr vs Surt
- Loki vs Heimdall
- Nastrond, the shore of corpses
- Vile and Ve Chess board
- Aesir and Einherjar arming themselves
- Heimdall blowing the Gjall Horn
- Odin riding Sleipnir
- Skoll eating sun/ Hati eating moon
- Eggther sitting on grave mound playing harp.
- Loki breaks free from chains.
Monday, 22 October 2012
Saturday, 20 October 2012
When Video Games Invade Real Life
I watched a TED talk with Jesse Schell about the future of games and how games are slowly creeping into real life. I found this talk highly interesting and very disturbing at the same time.
Schell talks first about the unexpected success of social games such as Mafia Wars, Farmville and Club Penguin. These games are attracting to the user because they allow you to play with your real friends, they aren't just a virtual world anymore. Even outside of games there is a huge demand for reality, for example, reality TV and organic groceries. Schell talks about how authenticity is the most important aspect of products today. Technology and virtual worlds have cut us off from nature and people have a real hunger to reconnect with it, which is why reality is so important in today's market.
Schell goes onto talk about how games have already begun to slowly creep into our everyday lives with things like weight watchers points and air travel points. He mentions a virtual pet in his car that grows the more petrol you save, which has real effects on the way people drive. I think this is the most important point of the whole talk, the idea that rewarding people with virtual points for actions can have real effects on peoples behaviour. As an example, drinking Dr Pepper could reward people with 10 points each time they have a can and could award bonus points for drinking 5 in a week. This keeps a consumer interested in continues use of a product and increases the chance of a repeat purchase. Schell closes by saying that if everything we do is monitored by sensors and awarding us points, that we may be inspired to be better people.
I really enjoyed this talk, I think it gives insight into where games are going in the future. I can't say that I would look forward to a future with a total gamification of life. Sensors watching our every move and awarding us points and 1ups for everyday activities seems a breach of our personal privacy. It's quite unsettling that this may be a future we cannot avoid. I do, however, find it very interesting though that we could actually become better people if this was how the world worked, by being rewarded for positive actions. The total gamification of life would merge the real and virtual world and potentially inspire people to be better, but I think the issues of privacy are too great to ignore.
Link to talk: http://www.ted.com/talks/jesse_schell_when_games_invade_real_life.html
Good Design and Bad Design
Good design and Bad design
It is hard to say exactly what makes a good design and what makes a bad design, it is completely subjective. A piece of design that is aesthetically pleasing for one person may not be for another, in reality a good design is one that meets the requirements given.
Good Design - Google.com
Google.com is an example of good web design. A simple colour palette and layout does not distract the user from any information on the website. A good design should avoid being fashionable, this way the design never feels antiquated. Googles logo has changed very little since the company began, the same goes for the layout of the website, not much has changed since it all began. Googles logo is timeless which is why it has stayed the same for all this time, similarly coca-cola is another a great example of good logo design it too has changed very little over the years.
Google from 1998 |
Google from 2012 |
Google.com is a website that we are all very familiar with and will most probably use every day. However, even if someone isn't familiar with google it's unlikely they would have any problems using it. All the information on the website is no more than 2 clicks away.
Accessing features other than the search engine are displayed at the top of the page. |
If you have an account set up with google, it can be easily accessed from the google homepage allowing you to view your profile.
Google is one of the best pieces of design we use day to day. It's simple aesthetics and ease of use make it one of the best websites around and why it is an example of good design.
Bad Design - Al Yaqoub Tower, Dubai
Al Yaqoub Tower is a 60 storey replica of Big Ben currently under construction in Dubai, UAE and is a great example of how not to design a building. First of all the building is in terrible taste, it looks tacky and the fact that it is a rip off cheapens the whole design. Unlike Google's logo and webpage layout, the design of this building is far from timeless. This building looks bad now, imagine it in 20 years from now.
Other Bad Designs:
Anything by Anish Kapoor, in particular, the ArcelorMittal Orbit built for the London olympics:
Also Olympic related, the London 2012 mascots:
They look like the weird offspring of Sauron and the Teletubbies. |
Torchlight 2 Level Design
Game: Torchlight 2
Genre: Action rpg
Platform: PC
The game play in Torchlight 2 is not narrative driven and is more focused on the pacing and difficulty of the levels. The game is orientating around exploration and grinding for levels and better gear. That does not mean the game is devoid of narrative and will therefore be worthwhile creating a basic narrative to accompany the level. Game play is intense non-stop action, it isn't very often that you get a lengthy break from fighting while progressing through a dungeon. Regular enemies typically aren't too hard to kill unless they occur in large groups. Boss fights can last up to 5 minutes, require you to find a strategy that works.
Paper Based Level Designs
Setting: Forest/ Mountainous region
Objectives: Battle through dungeon and kill boss.
Optional/side objectives(picked up in dungeon): Burn down hostile camps, rescue hostages.
Mechanics: Breakable objects, secret areas, champion and boss enemies, chests, random events (quest givers, rescue hostages), boss fights, Steam achievements, shrines (temporary stat boost), traps.
Mechanics: Breakable objects, secret areas, champion and boss enemies, chests, random events (quest givers, rescue hostages), boss fights, Steam achievements, shrines (temporary stat boost), traps.
I recorded this video to demonstrate basic game play elements in Torchlight 2
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