Hi I'm Hamish. This is a documentation of my wonderful adventures as I make my way from a flailing animation student, to a powerful and successful art ninja (I hope.)
I'll be posting my work from Animation College NZ fairly regularly (at least that's the plan) as well as my own personal work. So hold onto your socks or they may get blown off. If you like what you see, good for you. Hopefully there'll be more soon enough.

By the way here's some shameless self advertising.
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Thursday 15 September 2016

Transdisciplinary brief Assessment

So for this assessment I haven't done a single blog post, this is largely because when I've been at school we've had exercises to work on, and then back at my apartment I don't have internet. But I have been doing some research and work on the assessment so I'll try to post as much of my process as I can.

First of all I considered a few possibilities for what discipline I could use. I considered Engineer, Teacher, Programmer, Electrician, and Acrobat. From those options I narrowed it down to either Engineer or Teacher.

Then I started to think about how I could translate some of their process into animation. I made a little chart to help out with that.
Dane said that presently the teaching idea was more interesting because the Engineer's process was very similar to the typical design process, but if I looked into engineering more it could have some interesting possibilities as well. He also said that I should refine the idea down from just 'engineer' to one of the sub-categories of engineering. I decided that it would be most interesting to look inti mechanical engineering.

I looked at what processes mechanical engineers use to design something and found the 'Engineering design process' which is the commonly accepted process by which engineers work.
The process goes like this:
Research
Conceptualization
Feasibility assessment
Establishing design requirements
Preliminary design
Detailed design
Production planning
Tool design

Those final two steps only apply to mass production, and since I won't be mass producing my animation I don't think I'll focus on that at all.
The rest of the process however should work for me, though parts of it have more to do with writing the actual brief than making the animation. So I decided that I would need more to go on than just the engineering design process.

Next I looked at how engineers tend to work. Traditionally engineers work in a very physical and tactile way. They build prototypes and models and they can see and feel whether or not it will work. They also have a very iterative process. They build a prototype, and adjust and change pieces, solving problems as they encounter them. Presently they also work a lot with computers for designing and previsualising concepts. This is called computer aided design, and largely focuses on 'solid modeling.' Solid modeling is different to normal 3D modeling as it focuses on realistic physical objects in a virtual space that can be simulated.
Mechanical engineers need to have a solid understanding of mechanics, kinematics, thermodynamics, material science, structure, and electricity. For the type of work I want to create I think it would make sense to focus on mechanics and kinematics.
Engineering also requires precision. Using measurements of scale weight and force.

Based on all of this information I came up with the idea to create my animation physically using stop motion. I would build an iterative animation by animating individual elements that each had their own 'physical properties,'
For instance I may animate using some blue clay that had water-like properties, or with an object that could switch gavity. The properties of the objects would not have to match real world properties, they would just have to remain consistent throughout the iterations of animation.
I would then start to build the iterations of animation using theses elements with a Rube Goldberg style creation. Each element would react with the others to create something bigger.
I could use a computer to plan out some of these interactions but I want as much of the animation to take place in camera as possible.

I think that this idea works well as a way to encapsulate the ideas of Mechanical engineering. The process has the physicality and haptic feedback that engineers tend to work with, as well as making use of iterative design. The animation will require an understanding of physics and careful consideration of the forces in play. There is room for computer aided design and I will also have the opportunity to consider precision with the measurements of movement.

I think that to keep the animation from becoming too ridiculously complex I should aim to create 10-15 unique elements that will interact, and create 20-25 iterations of animation before creating the final piece.

And here is the brief.


There were a couple of previous versions but I saved over them so I don't really have them to show. But whatevs I guess.
So that's about it. Catcha next term

Transdiciplnary Thinking Exercises

So apparently there was a bit of misunderstanding throughout the class as to exactly what the point of these class exercises was, and now it has been cleared up that they were intended to be included in our notes as part of the main assessment. This means that all of them needed to be complete, and as far as I understand, there should be some notation as to the thinking process involved in creating them. So I am going to repost all of the completed exercises here along with some notation.

Exercise 1:
The first exercise was about perceiving. In class we discussed synesthesia, or the crossing/merging of senses in someones brain. Some people can hear colours or see music, others can taste names or feel smells. Our task was to create an animated visual representation of what something tastes like.
We were also told to avoid symbolism, if something tasted like strawberry we shouldn't animate a strawberry.

I chose a green tea poke stick as my food to animate. Initially I started taking notes on the flavour, intending to create elements in the animation that would represent flavours and textures intermingling in the order that I experienced them.
Dane told me that this approach was too academic. Instead of translating taste into visuals, I was translating taste into language, and then that language into visuals. He suggested that I should try to directly draw what I tasted. So that's what I did. I drew out a series of shapes that I felt represented the flavours. I considered when the shapes should be sharper or softer, simple or complex, etc.
This is what I ended up with.

I feel like this representation works well enough. I think that with more time I could have explored synesthesia more in depth. I found that it was difficult to imagine a flavour visually without creating some sort of rule set for the translation of that experience. For instance, more tangy flavours will be sharper shapes, sweet will be softer, weak flavour is a small shape, strong is larger, etc. These are the sort of rules that I automatically went to. And this is somewhat how synesthesia works in real people too. The brain doesn't randomly decide on how to translate the stimulus, it is trying to make things make sense so it consistently translates the stimulus.
Attempting to break free of those rules could result in something more interesting, but at the same time the result would be less recognisable as the original taste. to some degree that would feel like I had failed the task.

Exercise 2:
The second exercise was about 'deep play.'Deep play is all about breaking creative boundaries, seeing the world in a different way, and attempting the unexpected. The task we were gi\ven was to remix a comic strip. Remixing is taking something that exists and changing something about it, thereby changing its meaning. The comic could be changed any way we wanted, changing text, moving panels, adding characters etc.
This is the comic strip I chose:





And this is what I created with it:

I thought that what I created was pretty fun and it definitely changed the meaning of the original. It plays with the order of events, changes who characters are and their relationships to each other, and completely changes the tone of the comic.
That said, even though this is a reasonable example of remixing, I feel it falls a little short of the possibilities of deep play. I don't feel like this comic really breaks any boundaries or explores creative possibilities in new or strange ways. I believe deep play is possible using a comic for a medium, though I find it difficult to think of how to fully realise deep play entirely through remix.

Exercise 3:
This exercise was about patterning. This is the practice of finding patterns and order in seemingly arbitrary information. This is like how we look at clouds and see faces, puppies, and a weird looking shark dude with a trident. In this case we were looking at a video of some bubbles in water and trying to see animation principles.
We were given this video:

First I turned it into this:
And then into this:


Exercise 4:
Exercise 4 was about embodied thinking. Embodied thinking is about using kinesthetic thinking and empathy to embody a subject. This may mean to put yourself in the place of your character to better understand what they are thinking and feeling. Our task was to take a description of a memory from a class mate and turn it into a short embodied animation, in which we should attempt to feel as they did and then represent those feeling visually.
This is the memory brief I received from Michael:
And this is what I animated:
I think I did an alright job of this. I didn't realise until after completing the animation that it said bare feet, my bad. Otherwise I considered the energy and warmth of the memory. I trued to capture the feeling of nostalgia, as well as feeling the movement that was described.
I didn't find it too hard to empathise and embody the memory that Michael gave me, though I think that some of the feeling is missing thanks to the time restraints of the animation itself. I considered pushing this into a more surreal direction by considering smell and feel more in a synesthetic manner, but I think that this captures the ambience if the memory a little better.

Exersize 5:
This exercise was about modelling, which is to represent something and its nature in a different, sort of metaphorical way. An example is creating a visual representation of data, or creating a miniature model of a building before building the actual thing. This also included representing 3D space in a tD drawing, this is taking a concept or dimension and representing it in another manner.
Our task was to represent all of time up to this point in a visual way.
This is what I created:
For this task I considered different theoretical models of time and decided to create an image based on the branching paths model. My image represents the idea that different decisions lead to different possible timelines that all move linearly alongside each other. We sit on the 'event horizon' where future possibilities momentarily become present and then transition to past. I have also shown time 'shattering' as it moves past that event horizon, which means that the past does not exist. Once we have moved through it, that time is no longer accessible and is essentially erased.
I'm fairly happy with this image and I think it works for the task. It takes the concept of time and represents it visually.

Exercise 6:
This exercise was about Abstracting. Abstracting is creating an analogy between two things in a way that takes a complex idea and simplifies if through its similarities to another thing. An example of this is pokemon that represent elements through their designs.
Our task was to take our second discipline that we have chosen for the main assessment, and to abstract it by creating a creature that represents the ideas involved in that discipline.
This is the creature that I designed:

My chosen discipline is mechanical engineering, so I created Enginero. I feel like a lot of the design is sort of the most obvious choice and a little bit typical, but at the same time I managed to include some pretty cool aspects of mechanical engineering and mechanical engineers themselves. Engineero is holing a raspberry pie, a raspberry pi is a type of mini computer that is popular among makers and engineers when building prototypes and proof of concepts. On the oposite side he had a 3D printer which is used in rapid prototyping, he also has a small plasma cutter, which is used for both prototyping and final builds. Of course I made him mechanical, with tank tracks and a monitor for a face. I also made him look a little sleep deprived (this is fairly common for engineers and engineering students)
I feel this character encapsulates mechanical engineering fairly well, and does a good job of simplifying the discipline into an easy to understand character.

Exersize 6.5:
This wasn't really one of the transdisciplinary exercises but we still did it as a class so I'll include it here. This exercise was creating an animation that transitioned from a frame that I created, into a frame that a classmate created. At the end all of the animations will transition into each other creating a constantly morphing shape shifting animation. It is a similar idea to the exquisite corpse exersize, where each person draws one third of a creature, then folds the paper and hands it to the next person, creating a freakish final image.
Here is my frame:

and here is Gabby's frame which I transitioned into:

And here is the transition which I created:

I quite like the animation I did for this exercise. I ended up doing three transitions in my animation rather than just one, just because I was enjoying doing the animation. But even inside of this animation on its own I think there are some transdiciplinary thinking skills coming through already.

Exercise 7:
This exercise was about synthesizing. This is taking tow ways of thinking and merging them to create something new. Our task was to take the ideas from two previous exercises and to merge them to create a visual artefact that shows what society looks like when it is working at its best.

In the end I just didn't get this exercise done. This is partly due to time constraints, there was a lot to get done in this last week and another exercise on top of that was pushing it a little, and also due to a wrist injury flaring up and making it increasingly difficult to draw. I sprained my right wrist quite badly a couple of years ago and that has weakened it somewhat. Without my wrist brace which is currently in Palmerston, drawing for more than a few minutes can become quite painful.
So this one's not getting done. Too bad I guess

And that's all of them. Lots of little exercises to gain some understanding of Transdisciplinary thinking.
Cool beans

Tuesday 23 August 2016

Neon-Noir Game Design

So we've formed groups and started doing game design. I've got a pretty solid team so I'm stoked.

Jerwin proposed the idea of doing a Neon Noir game and we all decided to run with it.
So far our ideas are leaning towards a 50s style Noir story set in a dystopian future.
The art style will incorporate elements from 30s art deco, as well as 50s Noir lighting, and 80s neon and cyberpunk.
It's a very broad spectrum of sources but I think they all gell quite well together under the title of Neon-Noir.

Art Deco infuence:
Image result Image result
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Noir influence:
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Image result for Noir Image result for Noir


80s influence:



Mixed together:





Should be fun