Aug 21st, 2009

Fish in a museum graphics

Probably the most interesting course I took while in university was Rodrigo Ampuero’s workshop, in 2007. The subject of that semester was as divorced from the core of my degree (graphic design) as my classes got, and I say that in a good way. During that semester we learned about museography: the design of exhibition spaces. It was a fascinating enough experience that I sought to do an internship related to that, but it fell through in the end.

The whole class took a trip to the Museo Naval y Marítimo de Valparaíso (Valparaíso Sea and Navy Museum), where we took a look at their exhibitions, and were asked to conceptualize one new exhibition space. Two classmates, Natalia and Juan Pablo, and I, spent all those months butting heads and working overnight. I’m pretty sure we were on the brink of hating eachother. I’ve never been very good at teamwork, but the three of us ended up quite invested in our work and in our chosen subject, so we had long arguments. While most of our classmates’ proposals were about showing the underwater fauna of Chile, we arrived at the idea of displaying the ugly side; that is, all the damage that us humans are causing the underwater fauna and flora, with statistics and shocking images.

It all started with a brainstorming session we had one day, after we got our butts kicked in class. We were taking a very conservative approach, so we were asked to be bold and completely rethink our stance. During this brainstorm we came up with four radical concepts, two of which I sketched: the ones we called ‘clinical’ and ‘house of horrors’.

Ojo al pez concept sketch

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Jun 4th, 2009

Pixevolución: Monkeys and pixels graphics, videos

Monkey games

In 2006, for my workshop course in that year’s first semester, I created a graphic work that ironized technology and how the Monkey King (humanity) wreaks havoc on Earth through its lack of restraint and its egocentrism. The next semester I was to base an animation on that work.

This was a semester-long project (it kind of doesn’t show, due to a long preliminary process) for Sebastián Skoknic and Bryan Phillips’s course. Other than being my longest animation since, it marks the first time I ever did anything resembling sound design; I even splashed a bit in the tub to get some water sounds. The most interesting part was using the Game Boy Camera (thus the Game Boy sound hardware) for the electronic noise, which I think worked very well.

The subject of this piece remains the same as the one it’s based on, though I didn’t make any specific references to video games this once, just computers.

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Jan 5th, 2009

‘The story of my sneakers’ videos

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This is a video I made in 2007; it was my final exam for an experimental video class. It’s the story of a young girl, as she documents her own cathartic ritual. The script uses some stereotypes, to match the ingenuity and simple mind of the main character, and also to leverage immediate recognition. I also let many scenes drag on, despite the initial storyboard’s briefness, because I felt that such a contemplative style suited it best, and a fast editing would have done a disservice to the aesthetic. This was proved later, in fact, when I made a 30 seconds ‘digest’ (no subtitles) that didn’t really capture what I was after. That short version was created for an awful contest which I only entered because the topic matched perfectly: stories of sneakers, and it was an advertising campaign for a department store.

As you can see, the video could not have been made without the help of the star, Sigal, who was also the main camera-person. In fact, the concept was created around her, so, had she not agreed to help, I would have been forced to make something else entirely.

And since I’m on the subject, here’s another video I made for that same class, as an exercise in shooting and editing. All of the material was recorded at the Diana arcade in San Diego, Santiago. My original idea was to make it much more musical, but due to time constraints, I was only able to do so much.
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Dec 30th, 2008

Illustrated mythology graphics

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Chile has a rather rich mythology, particularly from the island of Chiloé, from where the better recognized mythical figures, such as the Trauco and the Pincoya, originated from. That was the subject for the final exam of my workshop class, the second semester of 2007, with Jennifer King and Ximena Undurraga. What we created was a (loosely termed) dictionary of local mythological beings, a full book of them—since we were around 20, and everyone had to create ten, the result was around 200 pages worth of illustrations.

Diccionario de Seres Mitológicos en Chile cover

That was the final cover, I’m not sure whose design it is, but it showcases some unfinished illustrations pinned to a cork board. I created two concepts, but they were not selected (one, two).

Diccionario de Seres Mitológicos en Chile page

And that is how the book looks on the inside. The page on the left is my own work. Some are better than others, but here are all of them:

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Nov 6th, 2008

Making a game about making games, projects

In a previous post I explained what motivated me to make the game I am currently making as my final project in college. In this entry I will actually describe what I have achieved so far, and my plans for what’s to come. If you so wish, you may play the game, incomplete as it is, before reading what follows. If you do, I’d be very interested in hearing about your experience, how you approached the game without knowing exactly what it was about, what could have been clearer or better.

What I sought, as I explained in that other post, was to create a game whose main objective is not to rack up points, but to create a visual composition. This is a game about creativity, indeed; a subset of games that, I have found, is not very largely represented.1 Kenichi Nishi said something in an interview that I quote here because I consider to be extremely significant:

Recently, games have been ‘passively interactive.’ Users do not really have to think about what to do; they are guided around until they reach the end of the level. These types of games do not rely on the creativity of the users.

This is why I started to consider my idea more important than at first. Although there have been games like Mario Paint, that are like tools that are given a context of fun, I wanted to make something simpler, something abstract and more concentrated. There was also the question about how this would work as a game; I didn’t want it to become a color-matching, chain-making fest, so how to evaluate what was being made for its own sake? It didn’t need to be competitive, but it also needed a purpose, a raison d’être. There was the possibility of it being multiplayer, and people judging each-others compositions, much like the abovementioned Nishi’s own game, Archime-DS (or LOL, as it’s being brought over to this half of the world). I took a bit of that idea, as I will explain later, but I deliberated some more until I came to the conclusion that the best would be not to judge quality, but to evaluate compositive characteristics, or parameters, as I’ve grown used to calling them. The point being that every visual composition can be evaluated in terms of different characteristics, like how symmetric it is, whether it uses warm or cool colors, whether it is rhythmic or not (presence of visual patterns), etc. We can use these parameters to objectively determine if a composition is harmonic and pleasing to the eye, if it is foreboding, if it is unsettling, etc.

Personally, I am more of a supporter of holistic rather than reductionist approaches to analysis, but in this particular case (and in many others) it is much simpler to compartmentalize the data—especially given that I am hardly a mathematician, or even a programmer, so it simply made my work a lot easier. I realize that to this point I’m still talking abstractly, so let me show you the game proper.

Screenshot

That is what it currently looks like. In the center, but leaning toward the top and left, is the canvas: a grid where the player creates his composition. To the right is the carousel; sort of a conveyor belt of colored groups of circles, that the player can grab at any time and drop on the canvas. In a bar at the bottom there are a series of pictograms of differing sizes: they are actually dynamic, and change depending on the current characteristics of the composition, as perceived by the game (right now the algorithms that calculate this are not very finely tuned). Each pictogram changes to either a neutral, high or low graphic depending on the value: For instance, the fire icon indicates that the colors are mostly warm, and it would change to a snowflake if it was the opposite. Its comparatively small size means that it is not leaning that much toward warmth. The pictograms still need some work for them to be easier to understand, since, as I said in that previous post of mine, this game will use no words, so they need to be self-sufficient. Finally, in the bottom right is the time counter, which, when depleted, will prompt the game to show a results screen, which is pictured below. (continue reading)

Oct 13th, 2008

Ambitions of pushing the envelope games, musings, projects

I’m currently in my final semester for the Bachelor of Graphic Design degree, so I’m devoting my time to a project I haven’t discussed here so far. Now that I have something to show, though, I think it’s time to talk about it a bit. I’ll start from the very beginning: the conception of the idea.

I’ve been an avid videogamer for the best part of my life, so I can account for many hours spent in front of a screen, with a controller in my hands. One day, around two years ago, probably while playing this brilliantly elegant game called Polarium,1 I realized that I was having more fun creating levels, and making sure that they were both solvable and aesthetically attractive, rather than just playing the game proper. I found that the visual patterns created by the simple colored shapes in puzzle games like Tetris, Puyo Puyo and Puzzle Bobble could, and sometimes would, form beautiful patterns. This is, of course, where my training in design comes in; I realized that a game could be made where the objective, the very goal, was not to match shapes or make chains, but to create an interesting visual composition.

I had very little experience programming, though, so I never took it upon myself to make that game. Time passed, and one day there was a special event, hosted by a friend, called the Super Game Bakedown, that simply consisted of creating a game for the duration of a single month, in the spirit of the NaNoWriMo. I knew I couldn’t achieve such a feat, but I joined anyway, and made it my goal to finish a design document for this dream game of mine. I even added a secondary characteristic to the game, which was an idea that had intrigued me for a while: The game would not use words (or numbers) whatsoever. In the end, I didn’t even finish the design document, but I did get a clearer idea of what I wanted to, and could, achieve. (continue reading)

Jul 12th, 2008

‘Recaída’ in depth videos

This is called Recaída (Relapse,) a decidedly bad and rather cheesy name (the ‘caída’ part means ‘to fall’) for an animation I made for school in 2006. It’s, as I describe it in the video page, ‘a simple story of lost love,’ as told in wiggly pen lines, abstracted characters and two colors.

The story behind its creation should start, I guess inevitably, with my getting dumped by a girlfriend that year…, or maybe the year before that (I’m not putting the ‘water under the bridge’ act, really.) Either way, the truth is that I’ve always liked misty love stories, the more heart-wrenching the better. Yes, yes, I know. The point is, though, that the girlfriend deal I just mentioned was really only an excuse for me to make a story about dropping down from a great height in hopelessness. No, I never considered suicide, don’t worry.

Well, I never stopped to think about this so deeply while drawing the storyboard; it was the night before I had my class, so I had to get something done, and I had previously come up with that squarey character, which looked rather charming and easy to animate to me. In general –and this is a characteristic of mine– I can finish things quicker and be more satisfied with the result the less time I spend thinking about it, and the more I let it just be whatever and blah: get it over with. So then I can be surprised if it turns out sort of nice, instead of underwhelmed because of all the effort I poured into it (like with another animation I made later, Pixevolución.) So for giggles, here’s the storyboard in its finished form, and a pageful of sketches, for those of you who… Ah, who am I kidding, no one cares about this other than myself.

Only thing left to add is that every frame was drawn freehand with a pen. I didn’t even use fancy light boxes or nothing, just like real men do. I cut paper into square pieces and drew on them, then scanned them and… put them in Flash. Which is ridiculous, since Flash is not exactly made for that, but still, it worked I guess. The point was to make an animation using Flash, that was the assignment, but I wanted to make it hand drawn, so I just did it. Oh, and about that breathing sound? Yeah, that was my lazy way of adding sound, which was a requirement; it totally doesn’t fit it, but I wanted everything to be made by me (it’s an obsession, perhaps,) and I can’t play an instrument, sing or make any sort of music, so…