Sunday, 29 November 2015

Summary: 16th - 29th November 2015

During these two weeks with no sessions or lectures, I continued reading d'artiste: Character Design by artists Anne Pogoda, Kekai Kotaki and Gonzalo OrdoƱez and Creative Character Design by Bryan Tillman.

Ballistic Publishing's d'artiste: Character Design showed examples of the artists' work with interviews. The book shows the processes the artists use to begin painting. I found this really interesting as I struggle with initial shapes of a character. I found one of the methods especially appealing as I still have trouble working with silhouettes, although it would need a basic understanding of anatomy and body shapes which I don't have yet.





As I began reading Tillman's Creative Character Design, although I didn't finish it, it felt like a book which I would want to go back over and read to fully understand. It touches on Archetypes, what makes a good character design and what you need to remember, as well as the stages of progress. Tillman writes about things touched on in lectures, talking about archetypes and shapes. Tillman talks about what is essential to remember whilst creating the design.

I didn't get a chance to finish the book or even take as much in as I wanted to so I bought the book on Amazon and it arrived today so I'll be able to finish it properly and keep coming back to this book and re-reading it.



Simon Parkin's An Illustrated History of 151 Video Games is a book I wish I had had during the contextual studies tasks. During those tasks, I discovered that my knowledge was lacking when it came to different areas of video games and their history. Reading this book has helped me actually understand how much I didn't know. The book talks about important games and events throughout history, and also the development of these games, companies and consoles.

This also seems like a book I may want to go back and reference so I'm not sure whether or not I am going to buy this book after it's due back in the library.









I have yet to read Chris Solarski's Drawing Basics and Video Game Art, which I borrowed along with An Illustrated History of 151 Video Games from the library when I returned d'artiste: Character Design and Creative Character Design.

Friday, 20 November 2015

The Significance of the Idea of Seven Basic Plots

The idea of Seven Basic Plots was introduced in Christopher Booker's book The Seven Basic Plots: Why We Tell Stories (2004). Influenced by Carl Jung, a Swiss psychiatrist and psychotherapist, Booker wrote this book over 34 years and explores the analysis of stories and their deeper meanings in detail. The book investigates the plots of films, novels and short stories to conclude that there are Seven Basic Plots which define the fundamentals of any stories. From defining these basic plots, Booker suggests that the recognition of the existence and acknowledgment of these plots uncovers a form of a subconscious universal language. He proposes that it is the structure of these stories that our psyche is drawn to, and this is why each story told follows one or more of these Seven Basic Plots.

Many stories begin with a 'plot before a plot', or the mini plot which is at the beginning of the overall plot, which reflects The Hero's Journey, a pattern of narrative classified by American scholar Joseph Campbell. It is believed that this pattern is reflected in drama, storytelling, myths and psychological development. Both Campbell and Booker agree that there is one character we would concern ourselves with in any type of story, no matter how many are encountered. This character is known as the hero or heroine, this is who the reader identifies with in the story and who in the "central figure that all other characters in a story take on their significance." The reader follows the hero or heroine through different parts of their journey leading to, and through, their adventure, experiencing their world pre- and post-adventure, their meetings, approaches and ordeals. This creates a relationship between the protagonist and the reader which then connects them to the story, allowing the reader to be able to relate more to the protagonists' struggles and feelings throughout their experience.

Several of the Seven Basic Plots that Booker identified involves a physical journey which the protagonist must embark upon: In 'The Quest', the protagonist sets out to find an important object or to go to a location in order to fulfil a task and to do this he or she must face many obstacles in his or her path. In 'Voyage and Return', the protagonist must travel to an unknown land, overcoming threats along the way and returning with more experience and knowledge. Others feature a sense of self achievement: The protagonist in 'Overcoming the Monster' aims to defeat an often evil or threatening force, commonly known as the antagonist. 'From Rags to Riches' illustrates a protagonist either fallen from grace with aims to gain it all back, or one who started poor with the means to become wealthy and achieve power. 'From Rags to Riches' can be considered similar to 'Rebirth', where the protagonist encounters significant events which forces him or her to change his or her ways, this often makes them a better person. The remaining two basic plots are more straightforward than the five already mentioned: 'Comedy' has a protagonist who triumphs over any problems and therefore has a cheerful or successful conclusion, whereas 'Tragedy' features a protagonist who is a villain whose death causes joy.

The Seven Basic Plots can not only apply to books and drama, but also to the majority of games. Many of these stories feature more than one of these plots, and they can cross over; the protagonist can go on a quest in order to overcome a monster in a comedic setting, or the protagonist needs to overcome a force of evil and in doing so will be reborn into a more likable and better character. The Wolf Among Us exhibits traits similar to that of the latter example.

The Wolf Among Us is a interactive graphic adventure game by Telltale Games, based on Bill Willingham's comic book series, Fables. Much like The Walking Dead, an earlier game made by the same digital developer and publisher, The Wolf Among Us includes events where the player needs to choices which will ultimately have an effect on the storyline and it's progression. In the game, the player controls Bigby Wolf, the main protagonist, who was the Big Bad Wolf in the Fable universe, before the Fables were 'glamoured' and started living in the 'mundane world' where they created a place known as Fabletown. However, in this world Bigby is the Sherriff of the town, which already suggests a connection with the 'Rebirth' plot; Bigby tries to keep the town safe but how he does this is up to the player, yet everyone remembers what he was like back in the Fable universe. The player has the ability to choose the actions that Bigby does which would make people like or dislike him more, therefore not necessarily following the 'Rebirth' Plot as well as it could do. There is a slight hint of comedy in this game, although it is through dialog and certain interactions more over gameplay. There is also elements of 'Overcoming the Monster', or evil in this case. Bigby and his deputy, Snow White, face many problems which may endanger the people of Fabletown and it is their job to overcome these dangers and protect the Fables. The evil the town faces is not necessarily known and so Bigby and Snow must embark on a mission, or 'Quest' to find out either what the wickedness is or who is behind or causing it, and then to try and solves the problems.

The ideas behind the Seven Basic Plots can be interpreted in many ways and each example could mean another or many more things to different people. How people interpret the meanings of events in games, stories or drama suggests something about the traits, opinions or thought processes of a person. For example, another person playing The Wolf Among Us may not see any comedy in the game and can only see the events so far as tragic. Although this may be the case, it is not necessarily wrong, as many games in particular would overlap the ideas of the Seven Basic Plots. It is due to the many interpretations and flexibility that developers are able to make games appeal to the mass audiences yet there is a sort of comfort for the player as they would know what they like. Some games are successful due to their ability to combine and modify the basic plots to create a twist that the player would not expect but still would be able to enjoy and relate to.


Bloomsbury.com, (2015). [online] Available at: http://www.bloomsbury.com/us/the-seven-basic-plots-9780826452092/ [Accessed 19 Nov. 2015].
Thewritersjourney.com, (2015). hero's journey. [online] Available at: http://www.thewritersjourney.com/hero's_journey.htm [Accessed 19 Nov. 2015].
Booker, C. (2004). The seven basic plots. London: Continuum.
Schreier, J. (2015). Telltale Games Snags Walking Dead, Fables. [online] WIRED. Available at: http://www.wired.com/2011/02/telltale-games-walking-dead-fables/ [Accessed 20 Nov. 2015].


Friday, 13 November 2015

Self Evaluation: BA1a

I feel like I have progressed a lot in these three projects, mostly in confidence but also in using new methods. At the start of the Insect Concept project, I was very sceptical in painting in detail as I had never really done well before. I had little experience with digital painting in general but could never familiarise myself with the art of blending colours on Photoshop and creating iterations and final paintings gave me a chance to practice painting.

I enjoy designing iterations, it explores different options and is simple to do, which then allows comparison between different ideas enabling the best choice to be made. I then did base colours in order to get a general view of the colour and idea of what the insect, timepiece or character would look like. It shows that as I progressed through the projects, I became more confident in iterations and therefore did more each project.

Model and Character Sheets were things which I enjoyed doing, however I preferred drawing Model Sheets more than Character Sheets. This may be because I'm not used to drawing in a way in general yet. I find it rather difficult to recreate something I had already drawn. Which makes creating Character Sheets rather difficult as the characters would not look exactly like those in Model Sheets, however they would bear the same idea but with more emotion and feeling in it. This is something I find hard to do.

Although I feel like I've improved significantly with painting as a whole, I think the Timepiece Final Painting reflected this a lot more than the Character Final Painting. This is mostly due to time restraints and a much newer composition for the painting. I feel like I need to manage my time more and practice drawing more in my own time to improve as much as I want to so I can be able to produce higher standards of work.

Concept: Character Final Painting


The background of this painting did not turn out as well as the background of the timepiece final painting. I wanted to try something different and have the path trail off into the distance, however I did not do this well. I wanted to show the light coming from behind the figure and that she is walking into the woods which would be obscured by darkness.
I did paint in trees between the larger ones in an attempt to show an understanding of Aerial Perspective, however they did not come out in the JPEG image.

Concept: Character Character Sheet

This is a Character Sheet for my version of the Witch from the Tinderbox depicting her in various parts of the story. It shows how she interacts with the soldier, holding herself up higher than usual as shown in her standard pose whilst sitting. This is because she still has her pride and wants to maintain the class she once had. The third figure shows her at the end of the story.

Concept: Character Model Sheet

This is the Model Sheet for my character.

Concept: Character Base Colour Iterations


These basic colour concepts were so that I could get a rough idea of what base colour I wanted before adding the shading to make the clothing look degraded or worn. This is in addition to me having changed the dress and hair to a more ragged design already.