Monday, March 3, 2014
Tuesday, February 25, 2014
A.S.: Medium Specificity
Behind the Strokes
Have you
ever enjoyed a movie even more after
watching the behind the scenes footage?
Especially today when the lines of reality and CGI can be almost
indiscernible, a look into the making of a feature can give us a greater
appreciation for the final product…and sometimes it has the reverse effect:
sometimes the making of the film was actually a lot more interesting than the
film itself. In choosing concept art as
a medium of specificity, I have explored how this same “behind the scenes”
principle can be applied to still art.
I
considered first doing a time lapse of the project, but that would be
exemplifying time manipulation in film: not focus on the artistic process
itself. Every painting I have ever done
has an appendage of doodles and sketch-ups to go along with it. Many times I hate the finished product (as is
the case with the two projects I posted for this assignment). I don’t like the lines here, the colors,
there, etc. The sketch pages however, are almost always entertaining to look
at. It gives a visual artist’s statement
as it were to the process behind the creation.
After
several paintings, I found that the concepts had a life of their own, and I
almost never hated the steps to getting to the final destination: it’s raw and
natural, and almost indelible since flaws are an intentional part of the piece.
The idea of celebrating trivial flaws is key here. I was very displeased with the final project
of the Legend of Zelda triforce: I just couldn’t get the paints right, the
shapes simple yet detailed enough, the light reflections that I wanted too: it
just felt like a failed project.
And in some
ways, it is.
Thanks to
the concept page, I can now look back and see step by step what I was doing and
where I went wrong. I’m already planning
on tackling the project once again in the future, and I will definitely have
the original concept page by my side…as well as create an entirely new one to
learn from.
No artist’s
statement, time lapse, or other medium could display so adequately an insight
into the creator’s mental process as the concept pages do themselves. And this way, the strokes and sketches can act
as building blocks to help with future projects and provide inspiration not
only on original ideas, but help eliminate more trial and error time from the
next project.
Monday, February 24, 2014
Tuesday, February 11, 2014
Monday, February 10, 2014
Artist's Statement: Historical Story
A Tale of Two
Torill Cove
presented to us an educative, yet wildly imaginative tale of Norwegian history
in her film “My Grandmother Ironed the King’s Shirts”. The short film is evocative of classic
American tall tales and exaggerated story-telling films such as Real Big Fish, Fievel Goes West, National Treasure and most literary
works by Dan Brown. There’s a charm in exaggerating historical tales that seems
to stick with us in a way that one day furthers the question: “Wait, just how much of that was real? Let’s find out.”
Although
the world’s wars are an important piece of history that we should learn from,
rarely does the common teenager or busy college student venture into the
obscure details of Norwegian hierarchy during their free time from the
books. Cove’s tale manages to have just
the right balance of information in it to suggest that there is a legitimacy to
its skeleton, and an equal balance of comedic entertainment as an attractive
skin to help those potentially “drier” points stick.
Now the big
question comes into play: in our role as media authors, what is ethical and
unethical about the changes we make to stories?
At the bottom line the important thing is to remember that we are first
and foremost entertainers in the industry, and no level of cleverly articulated
didacticism, whatever the message may be, would matter if you don’t have an audience.
In the
readings we learned of a man who gained inspiration from a photograph he
recalled of his mother hanging blankets on a clothesline. In the end we discover that almost everything
he had perceived about that photo was incorrect. Did it matter? In such a lighthearted
occasion: no. It can be taken as
comical, and in that specific instance, led to further investigation and
resulted in a new revelation concerning not only his life, but of his
grandmother’s. The entertaining aspect that stuck evoked a study of the actual history, and therefore led to a new application of the story in the man’s
life. Let us hope that we can do the same in our works, remembering to base
them on the facts, no matter how “tall” our tales may be.
I
had the idea to do a civil war piece with two characters: both blind and hard
of hearing. I knew that I didn’t want to
write about the American Civil war, which led to a research session of civil
wars throughout the world. The use of a
typewriter in the film for comical purposes, also led to the research of what
newspapers an author might be writing for during that time period. Further investigation led to exactly how a blind and hard of hearing person
tells that a machine is out of ink, which in turn led to a study of how old
fashioned printers functioned. All of
this, mind you, due to a desire to construct one simple thing: a funny, and entertaining story.
Monday, February 3, 2014
Seeing Sound
Seeing Sound
Is it
possible to smell colors, see sound, and remotely feel shapes? It is if you’ve got an artist’s sense. And art doesn’t limit itself to simply
paintings, but any creative work, view, or innovative recreation at all. Sure, everyone can see people making dinner,
but can you see the story in it? Do you see the characters, the conflict, and
the plot? How would you write the senses
that your nose is giving off? How could you show that to a nose-less audience? Mute the TV: can your audience still imagine
the sizzling of the bacon or the tossing of the salad? Once we start looking we can find the stories
all around us, at both macro and micro levels.
Turn off one sense at a time and see what you’re left with.
Play your
favorite movie on your laptop and turn off the display on your screen. Are the sounds so good that you can still see Aragorn clanging his sword against
the spears of his rallied troops? Can you feel
the tie fighters closing in on Luke and his best friend? Of course you can’t: it’s just a black
screen. And then you realize something:
sound itself shows and tells a painted story, with or without words. Watch an old home video on mute, one of you
and a loved one baking during the holidays.
Can’t you still smell the pine
tree in the living room; smell the pumpkin pie baking in the oven? It just happens. Our six senses (the sixth being any sense of
premonition) are all building blocks that can make up an experience.
Jack White,
taking out visual limitations, manages to replicate a guitar sound almost to
perfection. Now look at what he’s
playing: it’s a glass Coke bottle McGyver’d to a plank of wood. Mr. White has created an experience, without
being limited by the building blocks of sight.
He heard the sound in his head
and replicated that through creativity.
Guess what? I bet you could have
gotten the same sound results from someone who had never even see a
guitar.
And that’s
the trick: to make sure that the orthodox building blocks of our senses do not block out original innovation.
For Nick
Ritter and I, seeing someone pee (let alone a pack of burly men or orcs) was
hardly something we wanted to see.
Audibly however, there was a creative story involved, with limitless
potential for comedy: the last thing someone would expect from the dark
characters of Tolkein’s world. So what? We took that wall and broke it down:
blew it up in an explosion of extenuating zipper sounds and grunts of relief.
Sound became a building block for us: not just a….”block”. As far as seeing
sound goes…try not to think too hard about this one.
Subscribe to:
Posts (Atom)

