Category Archives: The Tasks

“Technology is the mortal enemy of art.”

As a practitioner in today’s creative world I believe that technology, whether old or new, is an essential tool in any studio. Without technology we couldn’t create work inspired by the past or by the future, whether that is old printing techniques or digital art. Technology allows us to expand upon the traditional canvas, create new mediums and produce more creative and engaging pieces of work. Take for example the work of comic book colourist Alex Sinclair, whose work is “brought to life through Photoshop and the collaborative world of comics.”1 (Berghe, L. 2017) Through his work, the Photoshop programme is a canvas used to colour. My favourite work of his is with Ethan Van Sciver on The Flash: Rebirth2 (Johns, G. 2013) and shows that without colour, comics would be half of what they are today and thus technology only serves for the betterment of this form of entertainment.

This being said, on the other end of the spectrum there are beautifully illustrated works conceived without the use of technology. Digital art may not be the right medium as it might not suit the vision of the artist or isn’t suitable for the story. Written by Jeff Lemire and illustrated by Dustin Nguyen, Descender3 (Lemire, J. 2015) is a perfect example of this. Nguyen’s exquisitely painted illustrations bring Lemire’s sprawling saga to life and perfectly exemplifies how technology does not always have to be the go to medium to create stunning artwork. Therefore, the use of technology depends on the creator or the collaborators but it cannot be underestimated in a creative environment.

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Why I think The Bauhaus continues to influence Modern Game Design. Task 2.

A board game on a wooden table.

Scythe

The Bauhaus was an art school that was active in Germany between the years 1919 to 1933. It was designed to help pull artists back into the making of the piece and not concentrate on an end result. It was also motivated by the worry for fine art in a changing and technological society. It had a huge emphasis on practical skills and craft and helped to pull fine art and craft together. Experiment and problem solving was extremely important in the school. It tried to bring artists back into contact with everyday life.

The birth of design is  attributed to the Bauhaus as for the first time art and craft came together, thus forming Design. A good example of Bauhaus is Ikea. Removing all the whistles and bells from a design leaves us with a simpler, ergonomic creation that suits its purpose.

The Bauhaus honed in on making its students as multi-skilled as possible. Not only would they be teaching art but also design, crafting and knowledge. This led to a generation of artists and designers that could create a wider range of ideas in a more practical way.

One of the principals of The Bauhaus is ” Form follows Function” This means that the creation should appear as what it is to be used for. A good example is a chair. It is fairly easy to guess what it is for and it is extremely easy to use and understand. Yes a chair could serve other functions but it only has one major and obvious use.

The Bauhaus has influenced games design in numerous ways the obvious being multi skilled people. Creativity is not enough to create a game that anyone can enjoy. The concept of teaching various design skills didn’t even exist until the Bauhaus. There was no such thing as a graphic designer before the Bauhaus came along.
The Bauhaus teachings are often used in the composition of games whether they be Video games or Board games. Careful consideration of formal elements are combined with design processes to create something that is easily understood and appreciated by the player.
A good example of this is Scythe. Scythe won the Best board game artwork & presentation from Golden Geek in 2016. It has a careful consideration of the scores and units of each player and melds the information from these into the design. Without these integrations of mechanics into the design I do not think that modern board games would be able to support the complex rule systems that make them so fun.

Another good example of Bauhaus principles is the score counter that is commonly found around modern gaming boards. It is an un-intrusive design aspect that included functionality into the design.

In conclusion I feel that the Bauhaus has been an important influence in Games design and will always be a key part of design in general. It’s ideas paved the way for design and art to co-exist. Video games today are often judged on their textures and graphics, perhaps even more so than their game mechanics. This balance of design and Art was only made possible by the Bauhaus.

The Killing Joke and The Migrant Mother

My first image is what is highly regarded as a classic comic book cover, Brian Bolland’s 1988 ‘Batman: The Killing Joke’. This iconic image “has become perhaps the defining drawing of the villain”1 (Every, M. 2017) and the art within this comic is one of the main reasons why I always recommend it. The image is getting up close and personal with the viewer, as if the joke is on you. I feel like this cover suggests that the Joker is almost inviting the viewer into his world of chaos and madness, especially from his expression but most of all with his eyes. Yet the text box says “Smile!” which gives a strange and almost ironic light-hearted presence to the image. In this way the cover connects with the viewer, drawing them in as a part of the story rather than being an audience.

The image I am comparing Bolland’s cover to is Dorothea Lange’s 1936 portrait of the ‘Migrant Mother’ which “became the iconic photo of the Depression”2 (Phelan, B. 2017). I am drawn in by the look on the woman’s face and further by her eyes, and can see her pain and suffering reflected within them. The expression on her face is so important, communicating her fears and worries and whilst not directly addressing the viewer, immediately invites them to understand what she is going through. The portrait gives us a glimpse of this era in American history, humanises the struggles that many went through and showcased the reality of the Depression.

migrant mother

Task1

Idol A

The body of my Idol A sculpture is clay which was formed by clenching the clay then putting it into a microwave to dry and keep the structure. I removed clay where I wanted to put a strip of lead in, I melted the lead and poured it into the cavity. During this process a flame caught the grass and the smoke had stained part of the sculpture a light brown like a cigarette stained ceiling which I thought was such a beautiful colour so I piled grass under the sculpture and lit it turning the sculpture light brown from the smoke then I sanded the surface to make the stains less dominant which finished it to look old and worn.
I added bits of emulsion paint in various places because I liked the clean white blended on the off-white surface. I painted an orange square in oil paint then polished it and the rest of the surface.
The latex was added after I finished my foundation show because I was sceptical about adding it but to me, it’s everything, before it had latex on it was my least favourite thing but I think it brings the whole thing together.
I researched into Venus figurines, Louise Bourgeois, Marcel Duchamp, and Kanye West’s Yeezus album and art for inspiration. The shape is similar to Jean Arp’s sculptures and the colours remind me of Andy Warhol’s soup prints.

Image result for Louise Bourgeois latexImage result for Marcel Duchamp erotic objectsRelated imageImage result for Andy Warhol’s soup printsImage result for Venus figurines

I liked my sculpture so much I wanted to make more by forming a silicone mould of it. I made sculptures in different materials like pulp, papier mache, cement, plastic, jesmonite, clay, but they weren’t as good as the original they were all off because the silicone moved too much and it took away the spontaneity of the original but I liked that they were like a parody of my own motif. The most curious cast I attempted to construct was formed of gelatine and titanium dioxide which is two of three parts of the ingredients for pill capsules. I wanted to make a cast that would be a hollow shell of this material that would slowly degrade but the mixtures weren’t successful.

Terminal Bar

In this lecture we watched a short documentary film called ‘Terminal Bar’ (2002) by Stefan Nadelman. Through photographs taken by bartender Sheldon Nadelman the film communicates a social narrative of the last 10 years of the bar from 1972-1982. The film showcases the gritty reality of the bar and its customers. The visual narrative is communicated by the ageing of the customers in the photographs and accompanied by the anecdotes of Sheldon, representing the idea of time and its passing. Time is the strongest theme throughout.

The main focus for this film would be centered around the photographs and how their presentation communicates the narrative. This would have to be considered alongside the narration, music, the video recordings of Sheldon and other aspects, such as the excerpts taken from then current newspapers. Their presentation would have to successfully communicate time, showcase the bar, its location and the age and range of the customers. There are no recordings of the bar so the photographs would also have to be manipulated to suggest footage. In one instance, the camera flicks between 2-3 images and the changing positions of the subjects recreates the idea of film footage.

The music is also a very important part of the film, as it dictates the sequence and movement of the images. The images move or disappear and fade to black or to another image to the beat. The social narrative is also strenghtened by the music as a way to reflect on what was happening at the time: a fast paced tempo to represent action and a slower tempo to suggest a calmer time.