For this conference project, I intended to use after effects to recreate repeating scenes in my dream when I was a child. I believe most of us share the same experience of entering the same dream. When I was a child, I used to see kaleidoscopes before I went to bed and climb into and out of wells as I entered my dreams. When I had fever (even before I knew I would have a fever), I would dream of climbing on cement walls with cement balls crushing on my back. I also repeatedly dreamed of walking into a kindergarten with students and teachers with just three kinds of faces, my parents and I. Sometimes I could see two parallel worlds in my vision. These nightmare-like dreams had given me a lot of pressure, but I wanted to put them into a more joyful theme for this conference project.
After the trip to Japan during this spring break, I made several collages about color palettes I enjoyed for my printmaking class. I decided to introduce pastel colors in spring, for example, green, yellow, pink. into my video. I also picked out a song made by a Japanese musician to go with my project. This aesthetics are influenced by music I listen to on soundcloud. They are some artists from PC music, a record label, for example, Hannah Diamond and QT. I enjoyed the bright and synthetic characteristics with a hint of loneliness and disappointment of it. For my conference project, I hope to combine intimidating images with delightful colors.
I was able to recreate the kaleidoscope accurately. I took an image of traditional candy in Japan and photoshoped it so the color fit my theme. it was hard for other images since I didn’t have a specific image for other dreams and it was way more effort to put in than I planned to and more technique beyond my capability. Thus, I tried to simplify images into abstract shapes and outlines. Some of the most difficult things to make was on the 3D layers. Because I had so many layers, I had to create combine several after effect files into one in order to create animations in a faster and easier way. I was glad to pick up some new techniques (wave effect, adjustment layer, cc sphere, reversing the direction of a layer) after I followed tutorials on Youtube.
As I was creating the animation, I kept reminding myself to limit my choices, organize the video into sections and repeat motions and form. I enjoyed the use of echo effect from background in 2d layer to foreground in a 3d layer. Same for the kaleidoscope effect, I introduced this animation twice in the beginning and the end of the video. This decision was inspired my dream: I used climb in and out of the same well as I enter and leave my dream world. I also loved the parallel layer with particles and tunnels and the next section with wave and ball form. I was inspired Ben’s amazing tunnels and Clark’s storyboard in her little robot animation (sudden zoom-in and zoom-out).
In my conference, Angela suggested me to introduce more parallel/horizon line effect and animate the rotation of horizon line as the parallel world separates. I agree that these adjustments would make audiences more drawn into the video and make my video more cohesive, but unfortunately I did not have the time to do so. I also regret that I could not figure out the best way to make the kindergarten sections. Using just the trim line effect makes the section too plain compared to other ones. I wanted to use more specific images like pictures of my family, but I found the style contrast with other sections too much. So I decided to use outlines of images of interaction between students and teachers I found on line. In summary, I hope my video could have a more consistent story line or a clear expression in my content instead of putting together separate dream images with nothing common.
Let’s have a little urban fantasy. You’re on top of a skyscraper. You look down, and you see the neon world below. It’s beautiful, it’s alive.
And I wanted to capture that.
To build a living place, just pretty neon buildings alone are not enough. After all, the buildings are nothing without the inhabitants. And so, the streets are full of life. They are filled with traffic, with people going around their lives. An entire system that simulates a small world is behind each pair of these headlights.
When I first found out about this class and interviewed for it, one of the examples of what I considered “Art from Code” was a beautiful video by baku89 that utilized cellular automata. I found it so fascinating that a mathematical model made out of a grid of cells – all using pretty simple rules that determine if a cell will be “filled” or “empty” in the next generation – could produce something so beautiful.
All the pieces ended up falling together in a way that pushed me to explore cellular automata further: this class’ final prompt being “systems”, and the discrete mathematics’ class’ exploration of logic.As this class progressed, I found myself exploring and implementing cellular automata rules, and even creating a few of my own, such as this automata, which generates a city grid, similar to Piet Mondrian’s Broadway Woogie Boogie: So, for my conference projects – both for Art from Code and Discrete Mathematics – I chose to work with cellular automata.
Having finally returned to New York City after spending a lot time living in suburban hell, Manhattan was all that I had on my mind.
I thought back to other generative projects I’ve seen – and one in particular stood out. Called Pixel City, this screensaver generated an entire city, full of unique buildings and even street traffic. But the traffic wasn’t really “alive”. And I wanted to fix that.
I decided to base my project on a cellular automata called Rule 184, expanding upon it to create a more interesting traffic simulation in two dimensions (hence, I called it “Beyond 184″). The Rule 184 cellular automata simulates vehicles moving on a one-dimensional road with a very simple set of rules:
- If a cell is occupied, and the next (right) cell is empty, the cell becomes empty
- If a cell is empty, and the previous (left) cell is occupied, the cell becomes occupied
- If a cell is occupied, and the next cell is occupied, the cell stays occupied
- If a cell is empty, and the previous cell is empty, the cell stays empty
I expanded upon these rules, adding a “cooldown” – that is, the ability of cells to stay in place for one or two generations before moving. This gave me the ability to have a city with “cars” that can move at different speeds. Along with that, I made it so that cells with a lower cooldown will not be able to come to a full stop immediately – simulating how actual vehicles in the real world will have different braking distances depending on how fast they are moving.
I brought this rule to two dimensions by creating a “source-destination” structure, which allowed for moving 1-D traffic cellular automata to two dimensions with minimal modifications. With this structure, as applied to the Rule 184 above, a “road” cell’s “source” and “destination” values dictate what a cell considers its “previous” and “next” cell. By requiring the cells to be connected to one another (that is, a cell’s destination value should be equal to the next cell’s source value for the chain to be complete), I gained the ability to control traffic flow.
I added a unique type of road cell that is called an intersection. This cell, instead of using a single “source” and “destination” value, has two of each, and with every generation, determines which values should be used, with the underlying logic attempting to move traffic from busier roads to less busy roads – after all, throwing more cars at a traffic jam doesn’t help anybody.
You can find more detailed information on how this cellular automaton was created in the paper I wrote for my Discrete Mathematics class, which, along with the source code for the simulation, are available at the GitHub repository.
Believe it or not, that grid filled with squares is the very same simulation you saw at the beginning.
Doesn’t look that great, huh. That’s because it needs a home. It needs to live inside of a city.
Time to put the “art” into “Art from Code”.
The city motif was present in my creations since the very first thing I made for the class:I ended up taking a more minimal approach, and before I brought the city and the traffic model together, this is what I ended up with: Once I brought the two together, it wasn’t just city-inspired creations that helped me with the process. Little bits of everything I’ve learned this semester all came together to create my neon city. The alternating colors that I used were obtained using the same method I used to create the random files and folders that I used for a part of my self-portrait. The random buildings and the way I ended up having them use different colors was born from an experiment for one of my other projects – one that didn’t even make it into the final project.
One of the wallpapers I’ve made before gave me the idea to reduce my buildings to glowing blocks of neon.
With all that, I eventually ended up with my final result. A living neon city.And I think it’s pretty nice.
The most difficult part of this project was to get the pressing of the “a” and “s” keys to complicate and simplify the system. I had to figure out how to get the colors to change at the press of the key while simultaneously having the previous circle not show up and the lines continue to change. I had difficulty having the circles change color randomly while also having the draw and undraw line functions work correctly in conjunction with the button press.
To simplify and complicate are the main two rules of the system, and they are also the ones that the user can interact with. The other rule is to connect, which is done through the lines that connect the people of the same colors in the system. This part of writing my system was easier than I anticipated because I formed a loop that would find the color of each circle and draw a line to all other circles of the same color. The removal of the lines with each complication and change of the system was slightly more complicated but I set the lines so that they were a much higher stroke weight and were the color of the background when performing the undraw function.
I based the decision of what colors to make the backgrounds based on the reading I did by Josef Albers about the relation of colors to each other. When colors are placed on top of one another they react in such a way where sometimes one color can take away from the other, making the other color look different than it should based on the actual color value. I chose to make the “error” screen the same red of the red from my list of colors. I refer to this as the “error” screen because when the system has that color for the background the system cannot be simplified anymore. All of the circles on the error screen are also red, directly showing that the group of people cannot be simplified anymore because they are all represented by the same color. With the white pattern on top of the background color, I wanted to see how the colors of the people interacted with the color of the background when the white pattern was in between. For the “error” screen, the red circles seem to look darker than the background, and I think that the circles in contrast with the white lines cause this effect.
I had a similar thought process for choosing the yellow for the other background. I would normally never use the color yellow that I picked because it’s too bright for the type of color palette I prefer. I chose this because I thought it would perhaps make the somewhat more subdued colors of the people look even more soft and also perhaps darker. This worked out somewhat, although the colors with yellow tints became somewhat more difficult to see or tell the difference between. I think also the background yellow looks more green-tinted in relation with the colors of the people.
I really enjoyed doing this project because this idea of the human social network is one that I think about often and have thought about since I first watched this Ted Talk two years ago. I am really intrigued by the idea of the idea of being influenced by people who are far away from me in terms of social connections, plus I really like seeing human relationships mapped out. Independent of this project I have considered drawing the relationships in my house as a map multiple times this semester. Making this piece has really been wonderful and I really enjoyed seeing this concept I’ve thought so much about come to life. I’m planning on researching force directed graphs so that I can possibly continue to make other pieces like this that are more complicated in the future.
For this project, I did something very new—maybe not at this point because it feels like I have been repeating that statement a lot in this course… but at the time it still felt new! I began working on the polygon starter file with no real linear ideas attached to it. The most stable ideas I had included two goals: make something that could resemble deep space, and experiment with color. I also wanted to work with the snowflake sketch.js, but I left that out because I thought the piece was going in another direction and I could not find a way to fit in that felt right.Before starting with the code, I found the starter colors. I call them starter colors because I did not end up using any of them and knew very well that I would not toward the end. A majority of the code works around what colored polygons I wanted to emphasize over the others. In a sense, I tricked myself into thinking I had found my colors and worked from there. The colors I used were very similar to the abstract clock assignment’s colors in their saturation, which, looking at them both now, is surprising. Over this semester, coding has helped me play with color theory. Just like with coding as I explored it, I learned it. But before then I did not like bright and saturated colors. They can easily over-stimulate me due to my sensory integration disorder. But in my system piece, I think I found brightness levels I am comfortable with. When I started out, I played with semi-randomized lines in the front to add more of the dimension that I originally sought. I also played with a turquoise grid and kept the polygons small. But it was so separate that I felt it was missing the point of the assignment and thought I had coded myself into a corner. As I worked with them, the lines, grid, and circles grew apart into their singular characterizations. The randomized lines in the front never connected to the polygons in the back or added enough depth and, to my frustration, became more out of place after each session and seemed to be the only ones that were evolving. The code itself was also set up as very separate, and toward the end of the project, I felt I had coded and colored myself into a corner. How would I get them to work together as a functioning system?
At first, staring at Molnar’s Une retrospective for inspiration felt counter-productive. It was still separate! Looking at it now, I know that the more I worked, the more the colors began to expand and almost blend until it arrived at the final result. And I know now that Molnar’s painting isn’t actually that divided. Or, one doesn’t have to look at it that way. In each work, she uses the implication of movement. From Lettres da ma mere (Letters from my Mother) to the one I showed above her lines and shapes always suggest that a change is occurring. I already had the polygons spinning and wanted to keep that but then I began experimenting with making them move in another way as well. The spinning along felt monotonous. Adding a loop, I made two of the cut-off and off-center polygons rotate across the screen in a recurring wrap to make it a little less expected and languid. I also changed the direction of some of the polygons, the opacity and, of course, the size. I think the turning point was when I got rid of the lines. Once I did the subtle changes were highlighted more and made room for adding smaller and less translucent polygons in the back. To conclude, I think I accomplished a lot with this piece. The process felt natural and I think the spinning sequences and imperfect interactions help to make it more entertaining to a curious audience. The colors are vibrant (for me) but do not overpower it (or myself). And the movement remained odd yet weirdly calming. Thank you for the opportunity. Izzy Singer
Every single one of the petri dishes we were experimenting on became contaminated, including the controls. While this had negative effects for our experiment as a whole, it did end up looking extremely interesting. Our experiment became largely more complicated than expected in terms of usable data, but much more interesting as a person interested in fungal and bacterial growth.
My original plan for this system was to try and replicate the original experiment, including the ten Andropogon seeds and the mystery fungus. I spent perhaps too long trying to set up an easy and clean system for setting up the seeds. However, I decided it got too visually complicated. I realized it would become very easily unclear exactly which seeds had germinated and which had not. So I instead opted to go for a single large seed in the center of the dish. This would make understanding the system more feasible. While making this choice made some visual issues easier, it did set me back quite a bit and made much of the work I had done useless.
Once the seeds had been taken care of, I then started work on the actual contaminants themselves.
First I wanted to go with the black dots that covered the plates and surrounded the seeds.
Then, I wanted to replicate the odd beige rings that were found around many of the seeds. The second photo is not the most successful at actually capturing how they looked, but I was looking to replicate a series of being rings that surrounded the seeds individually, in nearly the same shape as the seed itself, only larger. Finally, I wanted to find a way to recreate the look of the hyphae, a network of fungus that took root in the material we used to grow the seeds.
Right now, this is how my system looks. It is still a work in progress, held back slightly by the time spent on the initial, unused idea.
From here, I need to instate the system by which the seed germinates or not. I also hope to add another contaminant in, one based on the black spheres that grew in the plates shown below. I also hope to add more detail to the seed itself.
My Wi-Fi, “RosieRose”, is named after my recently deceased, beloved family dog, Rosie. My Wi-Fi, and Rosie Rose herself, inspired my system of the same name. Rosie passed away one year ago, but I like to think she lives on through the waves of my Wi-Fi. I connect with her on a daily basis, I share her with others. My RosieRose Wi-Fi is a space I have carved out for the dog I loved, so she could live on through the waves of the internet. I have created a visual representation of this space through my system. As I began to code my system, I knew I wanted to utilize a similar color scheme to the ones that I had been implementing in my pieces throughout the course of the semester. I like to experiment with different shades of pink to create a visually appealing atmosphere. I utilized three different shades of pale to rouge pink in my system, in the effort to evoke the detail of a pink rose. After determining my color scheme, I did some research to figure out how to portray a rose through simple shapes. I decided on a circular pattern of overlapping ellipses. I was satisfied with the design, as it would allow for further experimentation with color by utilizing different degrees of transparency.
As I continued with my code, my class suggested a wrap function would be more effective than the bounce function I had been utilizing initially. Switching from the bounce function to the wrap function allowed for my representation of falling petals to come across more effectively to the viewer. Out of all of the elements in my system, I am most pleased with the visual of the falling petals. I carefully set their speed and position to encourage a sense of density in the space. I wanted the smaller petals to fall slowly, the bigger falling faster, to give the viewer a better understanding of the environment and the delicate nature of the rose. Throughout my experience of coding this system I experimented with utilizing visuals and text to communicate the narrative to the viewer. I considered using Rosie’s face as the center of the rose, utilizing photoshop to create a useable outline. I also considered inserting the Wi-Fi’s name into the system, but I found both of these approaches would be too obvious.
After some experimentation, I decided to incorporate Rosie’s image into just one of the falling petals. I placed Rosie’s face inside the smallest petal to create a delicate visual, evoking the meaning of the piece. As the last petal to fall out off screen, I found this emphasized the emotion I was trying to convey. I continue to struggle with making the code interactive. I have been trying to achieve incorporating the KeyPressed function into the system so the viewer can interact with the code, encouraging the space to be more spontaneous. I have not yet been able to successfully incorporate the KeyPressed function; I hope to get some input from my peers so that I may include this function in my final product. Overall, I am very happy with this piece. I am most satisfied with the color scheme and the movement. I was initially uncertain if I would be able to capture the emotion I feel towards this intangible environment through coding, but I feel like I have accomplished just that. My hopes for the final product would be to take it a step further with the KeyPressed function, but if I were not able to implement that function into my code, I would still be very happy with what I have created. I found the experience of coding this system, in honor of Rosie, to be very emotional, as I was finally able to create a visual representation of the space I had initially created to keep her with me. RosieRose is a piece I thoroughly enjoyed creating and am very happy to have had the chance to do so.
The piece of hers that has been my greatest inspiration in my conference work is Interruptions (1968):
It was easy to get a straight forward replication of Molnar’s work, disregarding the empty patches in her composition. It looked something like:
The lines in the given picture are actually all rotating. After meeting for conference in which we talked about an earlier version of my conference work, I learned that Vera Molnar’s style of work involves thinking of a simple rule and formalizing it. The class made some simple suggestions that should theoretically have some powerful effects for the system. Thus came my first ‘formalized’ rule: adding random length to lines if they were shorter than a certain length:
The next few rules I added modified the rotation of the lines and also the color of the lines. It took me a while to figure out how to randomly assign color to each of the lines independently. While doing this, I certainly learned about the weird quirks of Processing as a library. Even though it intuitively makes sense to color a shape when you create it, you actually have to tell Processing what color to use for this shape every frame. Processing is kind of like an artist who only holds one pen, but draws very very quickly, so it needs to swap pens to draw each line, each time it draws that line. So to fix this, you instead tell the shape to remember what color it should be, and have it set the stroke() color (tell Processing what color pen to pick up) on each iteration of .display(). For the first several implementations of my sketch with the introduction of the new rules, I had coded something so that the color for all the lines was randomly assigned. It took me a while to figure out that I had to tell Processing to change colors in the .display() function of the Line object. Finally I had something that looked like this:
After learning this, I think color really went right in my system. I was able to then modify the color with more control. This also addressed one of the criticisms about my rules when she saw my work in open-studio: my rules were looking too random. The point of gradualism is for the viewers to get some intuitive sense that a systematic rule is at place. I was finally starting to get systems that look more like:
The way color is implemented is very special – it isn’t actually hard-coded into the system. Actually, the system decides for itself what colors to use for its lines (actually each line decides for itself, creating a complex system out of simple individual decisions) , and this part of the program is recursive. A line modifies its color based on the colors in the lines surrounding it. (Specifically, based on the color of the line previous to it in the array.)
Before I talk about what went ‘easy’ or ‘right’ and what went ‘difficultly’ or ‘wrong,’ I want to comment on how there isn’t always a relationship between how easy or hard something is to conceive of, imagine, and see in your head, and how easy or hard it is to code. Some things that sounded or looked simple in the conceptualizing stages were complicated to implement in code, and it also turned out to be simple to implement some seemingly complex concepts / behaviors. For example, It was very easy to populate an array with lines. It was also easy to create a line object. Probably one of my favorite things talked about in a discussion in conference was about the point or goal of our class, which is to enable students to see visual work and feel encouraged and confident to be able to replicate it in code, or to execute one of their own imagined ideas.
For starters: I was not able to get as much visible interactivity in my system as I had hoped. In some ways, it still looks random. And in other ways, it does not look random enough. Some of this has to do with how many exact rules are turned on at a given time. Being able to set a randomSeed and to toggle the frameRate of my system have been very helpful, because it has allowed me to see what would happen to my system over time in more controlled settings. Even with all the rules turned on at once, it is easy to see with accelerated frameRate that my system seems to fall back into a mostly regular loop. That does not mean that it is not mesmerizing to look at – it definitely is, especially when you realize it is a simple system of only Line objects.
My class suggested writing my system with a randomSeed in place. This also turned out to be a lot easier than I expected or was familiar with from my previous coding experiences.
For randomSeed, I had to learn that a random number generator essentially is “only random on the outside”: inside, it deterministically creates numbers based on the given seed. So the specific sequence of numbers that it will return from the seed ’99’ is always the exact same sequence, regardless of how many times we run it. That’s why it’s called the ‘seed': ALL of the randomness grows out of just that initial seed, like how an entire tree grows out of a seed.
I will definitely continue to work on my sketch, specifically in trying to make interaction and gradualism more apparent.
Her Eyes is a game that has been through so many iterations and pivot it’s goal is almost entirely alien from the original idea. That being said, the look of the game has remained very consistent from my end and even though I’ve had to rethink over and over the way characters and the world worked, I always felt like I was working within the safe frame of the general world I had created and the art that expressed that world.
As it stands, the game is roughly half done, maybe less. While the majority of the assets are made, a number are still planned out, and the larger meat of the game, that being encounters, has yet to be worked in. Building such meaningful encounters in the time I had is what I struggled with the most during this cycle and what I would’ve wanted to put more time and thought it.
What surprised me was how easily I found the art to do. In other ventures towards the visual world, I always found myself getting hung up on the details of what I drew and how they didn’t look exactly right because I was rushed or just couldn’t eyeball something well enough. With pixel art, I found the amount of precision and abstraction allowed me to make pieces of art that I truly felt proud of. While I wouldn’t say the game had any strong influences artistically, I do think my most recent play throughs of games like LISA and Superbrothers: Sword and Sworcery did influence certain character designs, narrative themes, world building, and NPC interaction.
Looking back, I feel that the two things I learned the most were exactly that. That meaningful encounters is the hard part, and art in this capacity is what I was strongest with. Know that earlier on would’ve helped me better allocate time and energy to maximize the potential of the product. Strangely, I never found the time to make music or sound for the game. The reason this is strange is that I’m a musician and one would think the music is what would come naturally. Pointing out then that I do not consider myself a visual artist, it is intriguing that the thing I found most uncomfortable at first (art) became the easiest and what I was more familiar (narrative, music) took longer and I was less pleased with the result.
For my conference project, I made three animated kinetic text videos which featured narratives from people who spoke about their emotional -experiences of dealing with their mental illnesses. Initially, I wanted to mimic Oskar Fischinger’s ( a German-American abstract animator) style of shape animation to mimic the emotions highlighted in the narrative. In his videos, Oscar Fischinger uses simple shapes to move in co-ordination to classical and jazz musical compositions.However, a major feature of his animated shorts which made them so appealing was the syncing of his shape animation to a Litz composition, which I lacked the technical expertise and time to emulate.
Instead, I used a variety of inspirations for different scenes in each video. For instance, in the video featuring my friend’s narrative encounter with depression, one of the first few scenes has been inspired by Saul Bass’s cinematography for the opening credits of Vertigo. In order to create that, I chose to transform my ellipse into a spiral , using the “twist” animation effect. My intention was for the rotating spiral to create a hallucinatory effect and make the viewer experience a sense of dread and feel that they were getting pulled into some sort of void (a symbolic interpretation of my title). The last scene, which features a gif of a girl with a tear rolling down her cheek, has been inspired by Mitski’s “Townie” music video, which is filled with a series of hand drawn gifs that express the self destructive and discontent nature of a young adult, which is quite similar to the narrative of the video I was creating. I attempted to re-create this hand sketched gif using Gimp and my Wacom tablet, however I felt that I used too few layers, which resulted in an animated gif that was too rushed up and had a rocky transition between the frames.
For the BPD video, I was particularly inspired by Jim Goldberg’s short video for his photobook, “Raised By Wolves” which features teenage runaways in Hollywood Boulevard. The juxtaposition between the young, innocent faces of the subjects and the dreary nature of their narratives interested me and I attempted to re-create this effect in my own video, which featured a childhood photo of my cousin contrasted with lines from her narrative.
While creating my videos, I discovered a variety of tools that complemented the nature of my narratives. For instance, I used a combination of “Bad TV” (warp, old and weak) and “Set Channels” effects to create the damaged VCR effect with the static lines. The “Bad TV” effect was used to create the static lines while the “Set Channels” effect was used to create the glitch text at the beginning. All three of the kinetic texts shared a common theme of the narrators describing themselves as feeling like ghosts and wishing to float away. The “Set Channels” effect proved to be a very efficient tool in helping to convey this in images and text. For instance, I created three layers of the same text and would modify the channel information in such a way that the colors in the images would get separated and created the effect of the person in the image “floating” away from herself (see picture above).
I also heavily experimented around with the “Fractal Noise” effect which helped to create the jittery effect for the text and animated shapes in the video and created a sense of heightened anxiety. I was also interested in creating a zoom in affect where it feels like a camera is panning towards infinity. I tried to convey this in the first two videos which featured the narratives about depression and BPD. This was achieved by making the text 3-D and altering the key frames for it’s orientation. For the backdrops, I decided to create visual representations of a galaxy and glowing tunnel; both of which convey a universal sense of infinity.
I wished I had a better understanding of key frames and transition between different scenes , as I felt that some scenes were too rushed to properly convey something impactful. I also wished I had more time to compose a musical composition for my videos, as that would have made the animations more effective in manipulating the viewer’s emotions and would have been more engaging.
IV is a top down RPG that tries to model the American medical industry within a video game using mythic imagery. Currently I’m at a place in the dev cycle where most every art asset is in the game, however the actual coded mechanics don’t quite work yet. The project had some major surprises, notably the coding and character animation came remarkably quick but the terrain and tile maps came much slowly. This is probably due to me using a different program (photoshop) and technique for these tiles than I did on my last game The Strength Needed. Much of the design choices came from this place of experience/need for growth. I wanted to expand my artistic skill set this semester by making the terrain far prettier than last semester. The main character had much of the same sort of art style I had cultivated before, but used some more complex shading techniques that made them seem more dimensional.
I think I surprised myself this time with how quickly the character designs came out. Initially I had many different full walk cycles for multiple different characters that didn’t make it into the final cut of the game, but I still might use these assets and the practice they afforded me in future projects. I discovered a sort of natural ability to design characters this semester which honestly surprised me as I’ve had plenty of doubts throughout the year about my ability to draw/make pixel art.
I had a lot of artistic inspiration from the game Hyper Light Drifter and used much of the articles I read interviewing the developer Alex Preston as guides for making this game. In addition, the games Lisa, Undertale, and What Now? as models for some of the things I wanted to do with odd mechanics.
I did definitely learn how to do tilesets better this semester, which overall has aided my skill set as an artist quite well. The extra practice on characters also undoubtedly will make future projects that much faster. In addition, I think my skills as a designer definitely saw some improvement. On previous projects I don’t think I would have done much to draft out a main mechanic. Really thinking about the internal logic of the game’s central mechanic became a rather good thought experiment and practice for the future. The whole process of making a mechanic that didn’t play by conventional game standards made me question how to defy typical mechanics even more. However, although I cultivated a better sense of art and design I will mention my coding still feels subpar. While I’m aware much of my strife came from a major setback in the dev cycle when my computer lost all its data and was out of commission for two weeks, the fact remains that coding takes me far more time than any other aspect of the project and I should leave more time for it on my next project. Although I thought I managed my time well, clearly I’ll have to get better at deadlines in the future.
Best, Chris Haehnel (Kit)
My game this semester is ADHDRPG!, a semi-autobiographical depiction of what it’s like to have undiagnosed ADHD in middle school. The game as I envision it depicts a week in the life of a girl (named Claire, after myself) as she attempts to navigate home and school while dealing with her ADHD. At home, she must manage to get out the door in the morning with everything she needs, a challenge that increases in various ways as the game goes on. At school, she battles the various manifestations of her ADHD, such as homework and distractions.
I am still fairly early on in the dev cycle for this project, unfortunately. My artwork is very involved and detailed, and I’d say that’s the most advanced aspect of my project. There are many objects that I have created art assets for but not implemented or implemented without planned interactivity. As far as coding goes, I got so far as to implement basic enemies into the game and add a system for killing them. If the game were to become fully realized, I’d say that I’m probably a quarter of the way through.
Other than a skill with art, I’d say I definitely gained more confidence in my ability to write code. In a less quantifiable sense, I feel like I have a better eye for design than I did when I had started the semester with no education on visual design and little on game design. That’s my biggest concentration in the future — improving my game design skills. I want to be a designer and a writer, and while art assets and code can always be done for me by someone else, design is absolutely necessary if I’m to lead the creation of a game. I really learned the value of feedback from my classmates, so I’ll definitely take advantage of any playtesters I can get for future games.
I was really inspired by all of the projects created by my classmates this semester. I feel like every game that each of us created had different strengths, and every creator stood out from the others in their own way. The sense of humor in David’s game, the beautiful art in Colin’s, the use of a small and detailed space to create compelling story in Chris’ are a few of the many standout examples of things that I take as inspiration for this and future games.
My one regret is that my time management absolutely could have been better than it was. I was hesitant to implement functionality into my game before making the necessary art assets, so that contributed a lot to me not having as much code and interactivity in as I could have. I learned that I need to create a stricter dev cycle and really stick to it. This summer, I plan on trying to finish my game. If I can create that structure for myself I’ll be at a huge advantage over where I was. I also hope that someday working with others on a game can keep me to task.
Proposal: My Systems Aesthetic’s conference project has truly evolved. It began with some inspiration from Mike Brondbjerg, who created a project called Dead Presidents (http://www.kultur.design/portfolio/dead-presidents/) . He worked with portraits of old presidents and beautifully “distorted” their faces. In the beginning I didn’t really have an idea with what I wanted to do. Did I want to re-create Brondbjerg’s work? Upon our first conference project, I decided that I would need to convert original images into SVG images and then learn PShape. I created my first sketch with an SVG image of Homer Simpson and Friedrich Hayek. The Homer image was easy but the Hayek image was an actual portrait I wanted to use. I was inspired by Tim Wu’s book, The Attention Merchants. Tim Wu famously coined the term “net neutrality” which advocates free access of content to all Internet users. Within the depths and depths of content found on the Internet, such a stance is necessary. Tim Wu examines how private lives have been permeated by capitalism. The lack of space to breath from advertisements has encouraged people to stay less informed politically and diminished democratic participation. The evolution of the media of mass communications is primarily driven by technological innovation.Wu suggests that one of the first stages of grabbing attention came from newspapers, with the advertisements of Jules Chéret. Advertising brought me to my final project: company logos. I was also inspired by the television show Silicon Valley’s title sequence of Uber and Lyft struggling against each other.
Digital technology has allowed humans to advance their freedom; however, capitalism limits this freedom. Robert McChesney, author of Digital Disconnect: How Capitalism Is Turning The Internet Against Democracy, compliments Wu’s book by examining how companies control the Internet. Through lobbying, the government has allowed a few companies to control and regulate the Internet for profit. Advertising traffic is monitored and sold in order to commercialize the Internet. For example, Facebook likes are monetized for advertisers. A quote from McChesney’s book prompted me to choose these specific companies: Apple, Amazon, Facebook, Microsoft, and Google. However, 4 logos were not enough to take up a sketch. I looked up other corporate and media influencers and found: Twitter, Walmart, Snapchat, BP, and HP. These companies all have the power to influence public opinion.
After the election, I was extremely angry at the media – because I spend the night at the Javits Center expecting Hillary Clinton to win. As she was losing the monitors were showing some political talk show. A political elite, either Rachel Maddow or Nicholas Kristof, stated that average Americans would blame the media for Clinton’s loss. While there are many factors behind Trump’s election, that statement angered me greatly. Between the end of November and February I stopped checking my social media accounts and by association the news. I was completely unaware of Donald Trump’s antics, the latest memes, and shopping trends. It was a blissful time but inconvenient. I had no idea about the Russia scandal. I had little to no knowledge of the officials Trump was picking. People need to know what goes on and that means sacrificing attention to advertisements. The blending of factual content and advertising in the media makes it difficult to escape. The Internet is becoming a less regulated place, in which large companies can control traffic and dictate who can see what. It is best to be aware of it.
This project serves to show the world I think companies have the potential to take over our general day-to-day activities.
Post-Mortem: I learned a new concept in Processing for this project: Bounce. I also learned how to upload images and logos into an array. The system behind my project is the rules behind allowing the logos to bounce off the sides of the sketch. I also played with frame count, which I had used a lot in Pre-Frontal. I added a quote by Robert McChesney because I thought it would mean something against Microsoft’s Bliss background. All of these companies are competing against one another to see who can influence people more, and then in turn gain profit. Furthermore, the beginning of the sketch contains the drag of the logos because I felt that it created a sort of a maze. Internet users are stuck between Facebook and Google and the conflict between who can grab your attention more.
Next semester, I do hope to learn how to take high definition screen shots of my sketches so that the movies made in MPEG Streamclip aren’t blurry. I am proud of this project because I feel that it conveys how I feel about corporations and the media. The title of this piece is “Corporate Mess”, which I think captures the struggle of companies to maximize profit from users of the Internet.
For my conference project, I combined a digital projection of various poems I had written with a liquid light show; dishes filled with mineral oil, water, and food dye projected on an ELMO overhead projector.
A lot of my poetry aims to simply create another world in which the reader can enter. For my conference project, I aimed to take this experience farther by using the projection to visually create a space. I felt as though I certainly created a space through the projection, but perhaps not my words, as most people didn’t really take much time reading the poetry.
At first, I originally only used two dishes for the oil, water, and dye. However, I decide to try using a third vessel, a large flat-ish plastic box top. I felt as though this made a huge improvement on the quality of the liquid light show, as it allowed me to use more colors without them mixing. If I were to do this again in the future, I would try something other than food coloring, as it didn’t quite have the vibrancy I wanted. I would also invest in clear glass clock faces or something similar as opposed to what I used. It was shockingly difficult to find a clear plastic or glass dish that didn’t have a logo or something on the bottom. Finding materials was probably my biggest frustration.
Overall, I was pleased with how this project turned out, as I felt it for the most part accomplished what I wanted it to. I will definitely be using both projection techniques for other projects in the future.