Monday, 30 September 2013

Design - The Disorganiser - (Making cont.)

Colour reference collected here - link

Idea was to capture colours that suggested that the product was expensive and well-crafted, designed to last.

Reds golds and browns were my primary focus. I wanted a lot of wood and metal to create something that was robust and fit within the time period and matched the materials and technology of the period.

click image to enlarge

I did the B series first, then went back and copied the colour scheme onto the A series from right to left.

A big question I faced here was - would Sybil (Vimes' wife) purchase something that looked showy and lush, knowing how much he hates that sort of thing, or would she buy him something that, aesthetically, suited his personality? Bear in mind her tendency to encourage him to take part in the higher part of society and also her understanding of how much he dislikes taking part.

Roll a dice? The result: make it look like it suits Vimes' personality. So ditch the red.

A2 and B2 use a medium toned wood with a gold trim, and light wood to pick out the buttons and door.

A3 and B3 use a red painted or felted wood with occasional gold trim, exposed darker wood with a gold-plated paper patch and light wood to pick out the buttons. In B3 there light wood is only used for the buttons, and as such they become too prominent. Also the contrast surrounding the buttons is too dominant.
The red and gold create a sense of affluence and lushness, also quite showy - unlike Vimes.

A4 and B4 - tried out a lighter wood trim around a darker wood base. Played with picking out the door in dark red and then repeating this dark red on buttons, etc, to tie it in. Could darken horns to push them into background a bit more. A fair amount of detail on side lost in the dark wood too. White trim feels like bone - gives it a more spooky, darker feel.

A5 and B5 - too few colours, too monochromatic. Didn't bother repeating for A.

A6 and B6 - bright red and gold look very childish - red should be darker and richer.

A7 and B7 - Tried lighter wood colours and a more silvery metal. I feel the gold creates a more expensive looking product.


Revised version:
Gold or brass trim adds a bit of style and expensiveness, but also practicality - the wood won't chip, etc around the edges. Brightened the gold on the lid, and subdued the horns - these can be a darker metal - maybe brass. Added lighter wood to bring out the detail along the side. Very dark reds gives a more serious and less flamboyant look. Brightened border of buttons to frame them nicely and make them slightly more dominant

Friday, 27 September 2013

Research (artist work critique, social) - Menter's Mantis painting

User Menter on the Facepunch Forum Creative Work thread posted the following image


Originally a study from a photo of war-torn Syria, turned into a more fantastical composition


My criticism - the placement and shape of the Mantis isn't helpful for the composition - both the actual direction the mantis is facing as well as the abstracted forms of the legs and claw serve to lead the eye off the right edge of the page. 

If this is desired for conceptual reasons, fine. The current image does tell the story of a soldier observing this creature pass by in the distance, which (depending on the specific brief) may be appropriate.

I feel a more intimate relationship could be set up between the mantis and the figure, and the eye could be contained within the image better if we changed the posture of the mantis.

I mentioned this and Menter noted that the eye of the mantis is looking at the soldier - this is very tiny details and doesn't help the overall initial read though. Paintover below.






I changed the height of the legs so that they sloped downwards, leading the eye leftwards. Also the overall twist of the body and the raised claw also lead the eye towards the soldier.  Antennas lead the eye down towards the head, and from here the flow of the body curves downwards to the street - or we may follow the point of the claw.

I feel as though the foreground could be brought out more to clarify the form of the soldier - perhaps a lighter background behind the soldier so that his right edge isn't lost.

Wednesday, 25 September 2013

Design - The Disorganiser (making)

Stage 6. Thumbnails


Initial thumbs 



First six are not ideal. Too much focus on cleanliness, straight lines, tightness, not enough looseness to really imagine and explore. Silhouettes didn't work so well either - given the fact that this device is to exist in somebody's pocket, we can't have a whole lot of protruding shapes that could get caught. It should be sort of streamlined - more like a phone than an opened swiss army knife.

Switched to a looser, rougher line-based method below. Also removed the lines to really free up the canvas and free myself up to start larger and smaller, removing focus on absolute scale for presentation and putting the focus purely on the drawing.


Revised process

View full size




23.09.13
Choosing which designs to continue with. Difficult! Did some research on form vs function. Unsure of whether I should be primarily judging on aesthetics (leading the eye, compositional, pleasing to the eye, etc) or functional (does it display the desired characteristics).
Also remember we want some variety to show the client or AD.

Idea: what if I selected a 'primary' attribute or dominant characteristic to display in the design and also use this at first in judging the worth of the designs? In this case - ANNOYING and COMPLEX



Crit Analysis on Thumbs

Narrow to 5, present to client - add a 'random element' to symbolise the client or art director making a decision? Use a dice!


8 and 9
Decorative touches are nice - give a definite sense of added value/expensiveness. 8 is very flowing and flowery. While this was a bad present on Sybil's part, I don't feel as though she'd have bought him something that he'd visually disagree with - she'd pick out something that looked like it suited him. So 9's angular decoration is a better choice than 8's more floral and feminine patterning.

Cube more difficult to fit in pocket if too large - so overall volume of the cube ones may be smaller.

Orientation of windows/vents at top could be better shifted to top or bottom, like a regular phone or calculator.



8 cut - too feminine

7 cut - 

9 has less annoying from this view (could add more speakers on other sides) but is an interesting shape not shown by the others and could go through more variations


5 cut - lacking in sense of complexity compared to other similar


12 cut due to shape - not really a pocket-appropriate shape, also window too small, placement of speakers feels off (why)?


6 left, narrowing down to 5. Cut number 6 due to window redundancy



Click for full size

Process of elimination - knocked out one-by-one the ones that were working WORST. Also noted on the sheet some things that were working and things that weren't in terms of filling the criteria.


Tried to base my choices on how well the design displayed what I decided were the most important characteristics - in this case, 'Annoying' and 'Complex'.


Click for full size

Dice roll to select 2 designs to carry on with - rolled using this sitehttp://www.random.org/dice/

Result: 2 and 5:





Stage 7. Iteration of Selected Thumbs

Took the two above selected images and worked on them further, looking at decorative elements and the arrangements of elements on the tops and sides.




A series had a stronger focus on square shapes, with square buttons and other right-angled forms. Unusual and awkward button placement

B series had a focus on incorporating the handwriting-recognition paper with a more modern conventional button placement


A1 - basic, tidied up original source design, made window more homely and added door.

A2 - tried some geometric patterns in corners, broke up the button layout to make it less static. Balancing the dark button area with the darker window.  Negative space largely contained within the horn itself. Horn nicely framed by box edges.

A3 - added darker patterned trim to edges of lid/base, adds a sense of weight and solidity, also frames and holds the eye within the side areas where buttons/windows are. Added latch and hinges to suggest a hinged lid. Inverted dark button colours, feels less balanced now. Increased density of geometric pattern, reduced line thickness - feels less eye-directing and more subtle - like a grip texture.

A4 - gothic trim, plain edges, horizontal striped base; feels broader, more sturdy on surface. Horizontal line along side trim of lid - too detailed, too cluttered.
Experiment with rounded up/down button to right to mirror the shape of the gothic windows, with more diverse scaling of buttons for added complexity.
Added gothic window.
Removed corner decoration and went with plain triangle - gives sense of less weight of lid.
Vertical line between 7 buttons and 2 buttons out of place - needs a twin at other end of negative space.
Each side quite well balanced - door-step and door-detail balances dark windows, many light buttons balance the 2 dark buttons.

A5 - Reversed button side (now unbalanced from this view point).
Reverted to square buttons instead of curved. Gothic window now draws the eye as the only large curved form on the sides.
Darkened side corners on lid. - more visual weight, feels heavier, frames the negative space of the horn very nicely.
Replaced simple latch with a locking latch - seems redundant given that there is a door. Perhaps replace with a regular latch.
Tidied up the and stylised the shape of the speaker. Set further into lid for practical purposes. Still a large area of negative space.
SCALE - latch really helps to solidify scale here. But in terms of acting it probably wouldn't work - too fiddly

To try: removing the hanging trim, adding some other sort of pattern to edge of lid

A6 - Added more detail/buttons to the sides - more complex. Too complex and cluttered?
Removed triangles from lid - feels much visually lighter and empty. Eye still directed to the horn but less held within that shape.
Vertical pattern of smaller buttons leads eye vertically from lid to base.
Gothic window gives a sense of STONE construction, therefore more weight, strength and a sense of being part of a more 'grand' building. Traditional square/rectangular window gives a sense of private residence and relatively less strong or heavy. Expensive vs less expensive.

Improvements to try - removing the hanging trim, adding some other sort of pattern to edge of lid, playing with corners of lid, reversing the right side. Try square window instead of gothic. OR try pointed/rounded button instead of square on far right.






B1 - medieval/gothic trim around top from reference, looks neat but would prove too flimsy and would stick out too much physically to be practical. Gothic-style windows interesting. Implication - more physically solid, heavier - stone church-like. Older, higher status, communal space. Door shape thematic link to stone building too - big, bulky hinges, knocker, etc.

B2 - replaced Gothic church windows with standard wooden window. Darkened sides distinguishes more clearly between sides and top. Shrunk buttons add negative space to top that contrasts strongly with the darker sides, eye drawn to top, where there is negative space, high contrast between dark button area and white. Recessed the paper to frame it and make it less likely to catch on pockets.
Usage orientation landscape.

B3 -  Simple addition of a hatch that hides the paper and protects it further, can be opened when desired. Usage orientation sill landscape, and  the form is somewhat reminiscent of a shop till, with the buttons and paper (like a printing receipt). Trim based on this pinterest reference of an old wooden four-poster bed. Gives a quite posh-and-proper old furniture look, regular breaks give a sense of order and structure. The way the writing hatch opens on the wider side is a lot more structurally sound and practical too.
Usage orientation portrait.

B4 and B5 - reorienting the hatch to suggest a portrait orientation of usage and therefore allude to cell phones and PDA in overall form.
Added an sheltered overhang to the slimmer side to allude to the charger/usb/headphone area on a modern cell phone. Here we have a window and door for the imp, as well as a light (perhaps to be removed - catch on pockets) and a card slot. The overhang protects the area from getting caught, and the bevelled edges prevent the overhang from catching on pockets.



B6 - My favourite. Phone-like form and layout, with a 'maintenance' area at the base (where charging, usb, etc would normally take place) that has the Imp's window, his door, and a card slot.
Detailing around the edge to add interest but relatively flat - won't catch on pockets, etc.
Inset horns to prevent catching. Overhang also serves to darken and hide the detail of the 'maintenance' area, thus making it less dominant and leaving the eye to look at the top surface where interaction primarily happens.

Meeting the complexity/annoying criteria: repeated horn shapes to give a sense of annoyance, and many buttons to give a sense of complexity. Needs a greater sense of complexity.

Improvements to try - draw eye to the 'screen' rather than the keypad - changes in contrast, line, detail? Base trim very bare compared to lid trim - perhaps some minor detail there. Buttons sit over overhang and feel strange - pull back and think about that negative space that is created.




Stage 8 - Final Line Iterations

Took A6 and B6 from above and made some adjustments.



A3 was chosen here - interesting alternate 'mood' created by the more expensive, sturdy and stately gothic windows. Triangles on roof add weight and frame the horn in the center - where there's a lot of rest space. Latch gives a sense of function to lid and some scale reference without giving a sense of imprisonment. Pointed button arrangement to right mirrors the window forms on left, adding some visual consistency and repeated visual motif to tie the windows in with the rest of the design in terms of shape.

B2 is the only iteration done here of the B series. Played with making the paper-hatch more dominant by adding detail and text, and by reducing contrast in the nearby button arrangement. Added a 'reset' keyhole to the maintenance area for some added detail. Hatch still not entirely dominant, which is an issue. We can use colour to try to solve this though.


Tuesday, 24 September 2013

Research [to-do] (contextual concepts) - An Evaluation Model for Design

http://www.google.co.nz/url?sa=t&rct=j&q=&esrc=s&source=web&cd=9&ved=0CHAQFjAI&url=http%3A%2F%2Fwww.idemployee.id.tue.nl%2Fg.w.m.rauterberg%2Fconferences%2FCD_doNotOpen%2FADC%2Ffinal_paper%2F287.pdf&ei=ReRAUp7CKaeQiAfQvICADQ&usg=AFQjCNF1R4oWLmKZY8LDIXxdLTxqQQiIuw&sig2=Z-GvRgfktDqHGhI4zAvIxg&bvm=bv.52434380,d.aGc&cad=rja

http://abcofdesign.com/?p=118

http://www.vanseodesign.com/web-design/4-decision-making-principles/

http://www.vanseodesign.com/web-design/principles-decisions/


Anatomy of a design decision
http://www.lukew.com/ff/entry.asp?1160 

Sunday, 22 September 2013

Research (artist research, design theory) - Paul Richards Interview and Website



Paul Richards, concept artist from Seattle, WA, USA.

Worked at 3D Realms, id Software, Vigil Games, Blizzard Entertainment among others.
Website: www.autodestruct.com





Interview with Skillpoint School (link)


Key Points
  • Other important skills that helped him - time management, communication (verbal, written), managing expectations (own and others), knowing when to and not to be vocal.
  • Choose to work with good people - pushing you, holding you to higher standard. People make the difference.
  • Making sound effects when you pitch stuff - fun
  • There are 'hacky' solutions
  • Teaching to learn
  • The rendering is far less important than the idea - or it SHOULD be. 
  • Still a big focus on 'prettiness' of an image rather than concept
  • Likes to get in on brainstorming phase - gets input and becomes a driving force.You determine your level of involvement - don't just get tasks; make them, shape them, steer them in ways interesting to you.
  • Prove that you are a mind, not a wrist.
  • Visual style vs ideas: delivery of ideas through sensible and enjoyable methods. So visual rendering style doesn't. Don't quite understand this one, come back to it later.
  • The better solution is always out there - elusive.
  • Thumbnailing is idea mining and idea refining
  • Presenting a few odd-numbered thumbs rather than a page full of thumbs. Whittling down to 3-5 max.
  • Artist's block or lack of inspiration - find something personal to shoehorn into it. Use it as an excuse to work on composition, tones or colour, or your knowledge of the subject matter. Find a part of it that interests you and gain something out of it. Then get out quick and move on to the next task!
  • Having ideas and expressing them clearly and eloquently is key.
  • Let yourself flounder and flop - it's ok to be human.
Suggested further reading:
  • 'The Art Spirit' by Robert Henri
  • Andrew Loomis
  • 'Drawn to Life' vols. 1 and 2 by Walt Stanchfield
  • Industry peers can teach you a lot too

'Thumb Wars' information resource (link)

A long article/resource that deals with the idea of making thumbnails


The Enemies of a Concept Artists and Overcoming them with Thumbnailing
  • Internal Enemies
  • Uncertainty/Don't know where to begin
  • Overconfidence - first idea not always best. Thumbnailing organic process, can yield new and interesting results.
  • Fear of Commitment - Throwaway images - ideas that don't please you can be thrown away.
  • Fear of Failure - risk free to be daring in this phase. Small scale experiments can fail - little time lost. Variety of options for client = hedging bets, back up plan.
  • Pressure to Impress - not showpieces. Visual brainstorming. Communicating bare bones info.
  • Sloth - tiny, fast, can do them anywhere. Don't approach with same mentality as finished work. Don't need to bogged down with detail and polish. Big shapes, silhouette value, basic readability. Works small = works big.

  • External Enemies
  • Deadlines - use to structure time. Thumbs and selection process alone and with client help to keep a fluid process and remove unexpected rejections.
  • Misleading/Contradictory Direction - verbal communication can be insufficient - thumbs help you and AD to figure stuff out visually before committing.
  • Vague/General Direction - opportunity in disguise. Thumbnailing a blue sky opportunity to create many viable solutions. A window to pitch designs. Giving client what they asked for in timely manner, you also have license to improvise.
  • Crappy/Mundane Subject Matter - See as challenge - how can I make more interesting, how can I learn from this, improve memory, try new technique? Also trying to make the design not suck, you show the client what they don't want which can be helpful to them.
  • Media - use a tool that will help not hinder the thumbnail step. Work small and boldly, don't be precious.

Your ideas and opinions are what make you a good concept artist, not just your ability to exist within a production pipeline. While you may still be in the service, thumbnailing lets you have your say in a non-aggressive way. 


Media: beware of too much freedom - infinite undo and infinite canvas space. Try moving on to a new design rather than constantly editing. Experiment with permanence.

Basic training: Daily rituals for practicing doing it. Concious effort over time becomes subconcious.

"Conscious effort inhibits and jams the automatic creative mechanism."-Maxwell Maltz




Drawing Fundamentals and how they relate to Thumbnailing

Organisation of canvas - suggests a more cluttered approach during the drawing process. Can always uncrowd the drawings later on.

Silhouette - See design as a whole, not as indivudal parts. Does it have interesting cuts (ins and outs)? Squint test - can you still tell what it is. An angle or pose that conveys information - the shape of a claw.

Point of View - choose one that sells your design by making it look dynamic and provides information. Scale cues to show size when necessary.
But hold on - surely the design should be judged on the idea and objective shape itself, not on how well it's presented?
Is it about emphasising the design you'd most like to see refined and playing down the others?

Readability and use of Detail - Strong silhouette + intelligent distribution of detail. 'Snipe' detail into specific places - put where it counts (focal points). Too much will overpower.
Thumbnails: the more detaily ou put early on, the easier taking it further will be. But look mostly at the big stuff - can imply detail as mental notes for later. Detail areas and rest areas.

Connections/Transitions/Caps - good places to put detail. Detail in these areas will add plausibility.
Connections where two similar parts meet
Transitions where one thing stops and another begins
Caps - where a shape terminates
Where muscles end and begin, where a tree meets the ground, where a pole ends, etc.

Rhythm, Gesture, Points of Origin - 'Flow' - Do lines of rhythm lead eye through image, to the focal point(s)? Repetitive detail patterns originating from a distinct point to contribute to flow.
Paul states that the beast head below has four points of origin for rhythmic detail.
I always saw lines of flow as things that should lead us to the focal point and keep the eye within the form - but obviously following this blindly would result in no spikes or outstretched limbs for fear that they would throw the eye away from the design!
If we reverse the direction of eye motion that the arrows seem to show in the image below, we generally have lines that lead us to the head or face of the creature or vehicle designed.
Maybe it's about more LOOSELY controlling the eye instead of doing a full-scale plan of how to intricately lead the eye




Proportions - Playing with the relative scale of different aspects as a way to explore a design. Nudge it as far as it will go before looking ridiculous. Experimenting with 'filling a bounding box' to really push you to enlarge or reduce proportions

Big into Small, Thick into Thin - Variety creates Interest - areas of interest. Contrasting shapes, tapering shapes, varied shapes.

Asymmertry, Symmetry - avoiding a mirrored look - creates variety and interest

Psychology of Shapes - the impression given by shapes. Soft shapes vs angular ones, etc.



Psychology of Value - some local value cues can add character to thumbs. Don't need to do intricate light and shadow though.

Materials - physical makeup of design. Variety of material will increase visual interest. Don't need to address in detail now, but can keep in back of mind and imply in thumbs.

Functionality - Does it look like it could serve it's intended purpose? Don't need to make it perfect in thumbnail, but avoid making choices that would cripple the functionality.

Imperfections - 'fuck it up a little'. Wear and tear, wrinkles, etc, in functional places gives a sense of history, character.



Fuel

Visualisation - Daydreaming, internal dialogue. Try to start with something in mind's eye, even if vague/simple. Put on paper and will spur other ideas and on the fly thinking. Vision will change and branch. New solutions will present. Gone left? Go right. Gone concave? Go convex. Round>pointy. 'To increase variety I should...' what?

Observation, Memory - Active vs passive, visual vocabulary Build a mental library - visual library. Studying photos, drawing from life, and active observation.

Reference - the real thing. Find a balance. Don't want to put too much time into it during thumbs. Less happy accidents if you stick really close to  (or get contaminated by) reference. 'Imaginative approximation' rather than absolute accuracy. Consult it later.

Inspirational images - Riffing on vs ripping off. Taking what you need and leaving what you don't. Interpret it, don't copy it.

Plan from the head, draw from the gut. Use 'tactical strikes' but don't hesitate to act on instinct.







Further reading

Things to explore further
  • Flow in design
  • The red highlighted bit about visual style vs ideas above



Thursday, 19 September 2013

Seminar - planning, rough notes

-->
1.
Storytelling

Concept art



2.
What is concept art and what is the purpose
Product - ideas, ¾ designs illustrations, plan views, production paintings
Purpose - idea generation, inspiration for team members, but before that: pitches.


3.
What I was looking for this year was the right way to design.
As though there is a ‘right’ way to design! But I’m a perfectionist, right. I wanted to do it ‘right’, so I was searching for and trying to understand a specific process.


4.
An artist that I looked at for his process was Feng Zhu.
Runs a super expensive school in Singapore, has worked on x and x and x and creates regular technical and theoretical videos for Youtube channel.  Some of his work.


5.
Silhouette-based process.
The idea is that shape language and the initial quick read of the silhouette is important, especially when we may only see the design on-screen briefly. Communicating as much as we can visually.  We want to use iconic shapes that quickly describe the general character of the thing.


6.
So I did that for a design in Semester 2, and it seemed to turn out alright.
Show design.
I’ll talk more about this in a few minutes.


7.
So we were talking about the right way to design. I wanted to figure out the best possible way, the most ideal way to design. I wanted to learn all the skills I could in this final semester. I wanted to come out of it as perfect as possible. And that’s impossible.


8.
But what I know now, I didn’t realise then! So this semester I went and looked for more information on processes and tried really hard to understand and follow these processes. I realised I didn’t have much formal knowledge on design rules and principles, so I hunted those out too. These are all things that are very hard to do when you’re in that final stressful semester and outside of the typical classroom environment.

I found Matt Kohr (brief intro)


9.
Matt runs the site CtrlPAINT.com, which has again has both technical and theory videos, as well as text posts. [screenshot] along with some paid content. I found a video series that explains his silhouette design process, and so I decided to follow that.


10.
The process is
Research – silhouette – line – colour – material – final

















silhouette-based process, further explained by Matt Kohr
Research – silhouette – line – colour – material – final
The idea being that

How that process breaks down in certain situations – times when silhouette can’t portray the aspects. We revert to LINE

Thinking about design – composition, ideas,

Ongoing questions - The balance between compositional choices and thematic or storytelling choices – when do we value one above the other? I don’t know.
Do I want to carry on with it after uni? I don’t know.

Do I want to spend my life telling stories? Yes.


Current project – Jingo
Quick plot break down
My original plan – overambitious – would normally have a whole team of people doing it and, with my current experience, I’d be near the bottom of that hierarchy
You’d have – A Director, a producer, writers, you might have researchers, you’d be working under an art director and there would probably be more than one person doing the same job as you.
My trouble – setting up walls, defining successful outcomes and knowing when a design is worth holding on to.
My new plan – simplified, more enjoyable. Use the book to define the character of an object and try to stick within the descriptions of the text. Present a range of outcomes instead of working towards a single perfect one.



Final Presentation Slides. Script for each slide is typed below the related slide image.


 Hi, my name is Zac Hogan and my creative practice is storytelling and being way too ambitious. Storytelling is one of the key things that links all of the projects I’ve done during my time at art school. Being way too ambitious is the other thing.
This semester, I tried to do both of those through concept design.




Concept design begins near the start of the production of a creative product, whether it’s a film, tv show, video game or the creation of a theme park.
It involves the design of most of the things you see on screen – from characters and creatures to buildings, locations and vehicles.

Pitching is a very important use of concept art these days too. It used to be enough to get funding or approval to make a film just by having a good script or screenplay. But nowadays, with the huge budgets that many films require, investors and studios want to know that they’re going to make a profit. So being able to show these guys how you think the final product is going to look goes a very long way in securing the millions of dollars that you’re going to need to make the film itself.


Your goal as a concept artist is to provide images for the other creative teams. Sometimes that’s just coming up with good looking and functional ideas for new props or locations. Other times it’s taking one of those ideas and developing it, then drawing it out nicely, maybe in a plan view so that the prop makers or special effects teams can physically make what you’ve imagined.
One of the things I love the most about concept art is that as an audience, the rougher and less refined images from earlier in the creative process can show you how your favourite stories could have turned out. Or, how your favourite characters could have looked. 



The other part of my practice, and something that’s been an unexpected roadblock this year, has been me being way too ambitious.



From the final weeks of last semester onwards, I was trying to do all of this at once.
And it’s obvious now that trying to manage all of that was never going to work.
And this has been a massive part of my practice from the start – trying do so something huge and impressive in the smallest amount of time. But I’m talking about it now because it’s becoming a bit of a problem Before now it’s always worked out. But this year, maybe because I thought I should prepare myself for the real world and try to cram as much learning as I could into this final semester, and maybe because I was trying to learn the perfect way to do things, I put so much pressure on myself that I couldn’t enjoy it. And so not a lot of making got done.
I know that there might be other people feeling the same way right now. I don’t have all the answers but, hopefully, this might help.

Towards the end of last semester as I was narrowing my focus, I started bringing together ideas for my project.



After speaking to some lecturers I settled on creating designs based on a fantasy novel which was Jingo by Terry Pratchett.
But keeping with my theme of being too ambitious, I decided to use design to convert the book from fantasy into science fiction.

This book, Jingo, is set on the Discworld, a flat world that’s carried around the universe on the back of a Giant Turtle.



This story is about a medieval fantasy police force known as the Watch in the city of Ankh Morpork and how, after some international shenanigans happen, they find themselves trying to prevent a war.

Before I could start making, I felt I needed to learn and perfect a whole bunch of concept design skills. I started my search by looking at a guy called Feng Zhu.



Feng Zhu is a concept artist.

He runs a concept design school in Singapore and also creates free technical and theoretical design videos for the school’s Youtube channel.



He’s worked on a huge number of films and games, from The Sims to X-Men, Star Wars and Transformers.

The knowledge I get out of Feng’s free videos is always helpful. But probably the most important thing I’ve learned in relation to this project is how to use silhouettes.



In films, games and other screen-based media, the initial read of a design is important. If you just glance at a character or monster or vehicle, can you get a sense of what it is? Is it good or bad, friendly or an enemy? Fast or slow, natural or man-made? Quite often we need to be able to figure this out really fast, because we might see the design on screen for just a second. It’s about unity too, the importance of having all the parts of the design tell the same story.  It probably wouldn’t work to have the castle of the big ugly bad guy made out of soft curves and circles.

This is all especially important in video games, when we might have to react to something almost instantly. A bad guy shows up and you don’t have time to walk over and look at the pattern on his shoes and do research on his family history to try to figure out if he’s an enemy or not. You’ve got to be able to tell right away, and then react.



So for instance you’ve got these two vehicles. The smooth, pointed shape of the car on the left tells us right away that it’s fast. The big, bulky and angular shape of the truck on the right tells us that it’s probably a lot slower and heavier, designed for carrying things rather than getting around quickly. And that’s a psychological thing that has a lot of basis in nature and how we’ve evolved to see the world. Birds are often aerodynamically shaped and we know how light and fast they can move through the air. Rocks, on the other hand, are often big, bulky and angular, and we know for a fact that most of the time, they’re not going anywhere.
Using iconic shapes is important too. Cultures are full of iconic shapes that have meaning attached to them. The shape of a suit jacket says sophistication and money, while the shape of a t-shirt says laid back and casual.

Just from the outline of these two swords we can get a lot of information. They’re both sharp and pointy, which psychologically speaking says that they’re dangerous weapons. But we can also tell that the one on the left probably comes from Europe, while the other has a clear Middle-Eastern look to it. So they are given a whole bunch of associated ideas – the cultures they’re from, the kind of landscape they’d be carried around in, the kinds of enemies they might be used against, and the kind of people who’d use them. It’s the difference between King Arthur and Aladdin.



So once we’ve got a silhouette that gives the general impression of the thing that we’re designing, we can move on and add detail inside that shape. We can take a black outline of the silhouette and draw inside it with line, or, as in the example above, we can leave it fully black and use values to pick out areas where the light hits.

Once I’d decided on my Discworld project in the later part of last semester, I started work on the first design. It made sense to start as large as possible – so I designed the giant space turtle.



And these are some of the images from the process I went through. I started with a bunch of varied silhouettes, chose a couple and refined them. I posted online and got some feedback and had some help with choosing, and ended up with two similar looking shapes to take on to the next stage.

Then started figuring out detail, and did a lot of variations on the design of the front and side. I wanted to create a sense of strength and stability, and also lead the eye from the disc that sits on top of the design to the turtle’s head at the front. I already had an idea of the colouring I wanted, but I tried out some variations anyway, and I ended up with this.



Which is something I was quite happy with.
I found here that using weekly crits as a sort of deadline helped a lot – it meant that I couldn’t spend too long agonizing over decisions and trying to make things perfect.

Now we move on to Semester 2, and here’s where the pressure and the roadblocks really started to kick in. 



There were two things I wanted to focus on in terms of education – learning the principles of design, and learning the correct design process.
Matt Kohr is a concept artist who also runs a website called CtrlPaint.com. It’s got over a hundred free educational videos and a few that you have to pay for. I found some great videos that really helped with my understanding. Matt is actually a really friendly guy, and when I emailed him questioning something he’d said in a video I got a reply the same day. Even if you’re not a digital painter, his site is well worth a look.

My understanding of the design process he describes is this:



We start with a brief. This could be a detailed document, or it could just be a verbal description from your art director.
We need to research and gather reference images.
Then we start our drawing by doing silhouettes that capture some of what we found in our references, taking the iconic and psychological shapes and putting them together to create something that begins to fill the brief. This is pure visual brainstorming.
We pick some silhouettes to carry on with, then we go into detail and draw within the silhouettes. We pick some to carry on with.
Then we draw some variations with colour and with different materials and surfaces on the object we’re designing. Is it metal or wood? Is it muddy or clean? These are things we can think about earlier on and maybe hint at with our lines, but in this stage we can really start to experiment and define it.

Then we draw the final output.



The brief that Matt was given here was to create a communications robot – the sort of robot that might send out signals to other robots. So he gathered a bunch of references that suggested certain things he already had in mind – he knew that it would be good to play with intelligence and non-violence. So while not all of these images are of robotic shapes, a lot of them do show things that we read as being intelligent and non-violent – we’ve creatures with large eyes which shows that they observe the world, images of dolphins which we know are very intelligent, cute and friendly animals that we think don’t pose a threat to us, as well as a lot of technological inspiration.



And here we’ve got the drawing stages, from silhouettes, to two of these which were taken further and detailed with lines, to a series of colour experiments and then a final series of material experiments on the bottom right.

And the final result was this:



We can see the impact of the references – the heavy use of big curved shapes to show that it’s not a fighting machine, the antennas that show a strong focus on communication, the dirt and mud that shows that it travels around the wide outdoors, and the almost frog-like arms and legs that help it to do this travelling.
I was so stressed out about this process, about understanding it fully and understanding the principles of design perfectly that I hit a roadblock. I just couldn’t make – I had no motivation, I had nothing to drive me. And I didn’t want to fail, I didn’t want to do it wrong. I wasn’t going anywhere.
So the first step to pulling that roadblock down was simplifying my Discworld project. I cut out the focus on translating it into science fiction, and just looked at designing from the novel itself.

My first solid making of the semester was a fantasy submarine.



I started by gathering descriptions from the book. I pulled out the key points and made a list of adjectives, then went on and found references that supported and expanded on that. I knew it was going to be fish-like and I wanted a definite Leonardo Da Vinci look to it, but I wasn’t sure how close I should stick to the source material. In the end I figured out two designs – one that stuck closely to the book and another that deviated a fair bit.

From silhouettes to line drawings, to colour experiments, to these two images; 



I knew from the book that it needed to be cramped inside, and I knew that I wanted it to look quite slow. I knew that I wanted to lead the eye to the front of the craft – to that large eye-like porthole and the big sharp point. I also knew that I wanted it look somewhat fish-like and sit clearly within that medieval time period. I took inspiration from another fantasy submarine design and gave it an angler-fish light at the front, but mine was made from an old European street lamp. I looked at triangular ship sails for the fins, and copper or brass plating for the panels.
And I’m happy with it. The top one feels like it has much more character and definitely feels more fish-like, but it’s also slightly less accurate in relation to the book. The great thing is though that I don’t have to pick between the two. In the real world, throughout the process and at this particular moment, I could send these off to the client or to my art director and they’d tell me which one they wanted to carry on with. I don’t think it’s something that happens in all design contexts, but in this one it’s definitely a helpful part of the process.

So this design took far longer than I wanted it to, and I realised I needed to figure out why.



I took some time off, did a lot of talking and thinking and started to figure out a solution to my motivation problem.
I ended up removing all the unnecessary goals. No more trying to make myself perfect for the industry, no more looking for the best way of designing - no more being a perfectionist. I had to figure out how to have fun with it! And over the past week or so, I’ve started to do that.
Instead of doing what I was doing before, and picking things to design from the book based on how prominent they were in the story, I decided to design things from the novel that interested me.

I chose a device called the Dis Organiser



Note: the version I prepared had images on this slide for the audience to see. The version I had on my USB stick at the time of presentation was perfect apart from the fact that it was missing these images.
The DisOrganiser is a pocket-sized device like a modern day digital organiser – it’s very annoying and you can’t be bothered reading the massive manual so you don’t really ever figure out how it works. The difference is that instead of having a computer inside, this one has a tiny magical creature.
My references included everything from old wooden jewelery boxes, modern day organisers and calculators to gramophones and typewriters.
A problem I ran into early on was that using flat black silhouettes to develop the design in the first stage wasn’t going to work – it’s such a small, box-like object that it’s very hard to express much at all through a simple silhouette.

I went with line drawings instead, which seems to be working out much better. It’s still in the early stages, but I’m planning to have it done and polished by the end of the week.



On a personal level I’ve been through a pretty significant experience this semester. I’m understanding my practice as an artist and how my way of working and setting goals relates to that practice.

I’m still not completely motivated but I think I’m getting there. And I still have a lot of questions that I don’t have perfect answers for. But if I’ve learned anything, it’s that it’s okay to not have the answers right now.



Thank you for listening!