Monday, January 16, 2012

Stage 02, Development of ideas and sketches

After I study on Tetsuya Nomura and Jun'ya Ota, I found that Tetsuya Nomura's art style is always very details and half body portrait type. He likes to design his character in half body yet details to show out the feelings of the characters and his character's story is always hurt, pain and suffer in order to get happiness. That's why going to design my own style of Tetsuya Nomura's half body portrait to show the meaning of "No Pain No Gain".

I use this photo of Cloud Strife, a famous character that Tetsuya Nomura design as my reference.
At 1st, I though I am able to use photographic to do my design, but it turns out fail. It unable to show the "pain" in the photo. So, I decided to go for drawing style.

This is my photographic attempt. I plan to use "study" as the "pain" and "good result" as "gain" but i can't show the "pain" in the photo.

This is my sketches after I fail on the photographic attempt.
1st design is shown that blade can cause pain yet in japan, blade can help you gain respect.
2nd design is shown that sometimes we need to fight for the things we need.

After finish Tetsuya Nomura theme design, I started on Jun'ya Ota's theme design. Jun'ya Ota's art is very simple and mainly is girl character plus he likes to make music. So, I decided to use "Girl" and "Music" as my starting point.

I use Jun'ya Ota's game main page and game play screen as my reference.

This is my sketches.
1st design is based on the main page, a girl is listening to music is like wishing a wish from a shooting star.
2nd design is based on the game play, it shows the level of music can bring happiness to people just like when we play games.

Sunday, January 15, 2012

Stage 01, The Research and Summary

The new media artists i found are Tetsuya Nomura and Jun'ya Ota.

Summary of Tetsuya Nomura
Tetsuya Nomura is currently a video game director and character design for SquareEnix. He started his career as a debugger for the game, Final Fantasy 4, one of SquareEnix famous game and he is follow up as a monster designer for the following game, Final Fantasy 5 and 6. His most success work of all is when he replace Yoshitaka Amano as the Final Fantasy 7's character designer and he successful make Final Fantasy 7 one of the world's most famous RPG game. After he continue as character designer for several successful game project and he is known as one of the best character designer in game industry. He say once in his interview "at first, I was afraid to take up character designer spot, but I challenge myself to take it up and unexpectedly, it is successful. I find character designing is fun and able to express your feeling to the players using your characters that you design."


Tetsuya Nomura and his game-art poster for Kingdom hearts.
one of Tetsuya Nomura's art.

Summary of Jun'ya Ota.
Jun'ya Ota or mostly known as ZUN is a Game designer,Programmer, Script Writer and Music Composer for Team Shanghai Alice which is the company that Jun'ya found himself and he is the only sole member for that company. During his junior high school moment, he already started making music to express his feeling to his daily lifes. Due to the massive amount of music that he create, he decided to use his own music to make his own game because he say that he couldn't find any game that he can entirely like. He started his career at Taito Corp. that made one of his favourite game, Darius Gaiden. He earn his nickname ZUN from the sound team of Taito Corp., the Zuntata. But due to his personality that likes to work alone, he decided to left Taito Corp. and create Team Shanghai Alice which produce the Touhou Project, a shooting game that is famous of it's name for bullet hell. Jun'ya is also the first person who create a bullet hell game by only himself and make bullet hell famous. From 1996 until now, Jun'ya himself have design over 150 characters, 19 albums of music which contain over 200 piece of musics just to satisfied himself in game industry.


An interview on Jun'ya Ota about Touhou Project. How he decided the name for his character and how he started on designing the game and the characters. How the grow of the Touhou Project from a small fanmade game into havin it's own festival,carnival and also costume play dance party.


my blog's mascot, Reiuji Utsuhi's character design and theme song is also a creation of Jun'ya Ota.
Jun'ya Ota's interview at Tokyo.
A picture of Jun'ya Ota drawn by one of his fans.
a collection of his characters design.
a collection of his game screenshots and this is what is means by bullet hell.


** Tetsuya Nomura inspired me that art can be nice to looking and feel the message in the art. Jun'ya Ota inspired me that we can be independent to something that we like the most and show it using arts.

Assignment 2 Brief

Media Art Design 2: MMA1123
Assignment 02 (30%)

Brief:
STAGE 01: This is an individual project. Students are required to conduct research about digital multimedia artist.
Based on research and findings, student need to select TWO media artist that inspired them.
Write a summary for each artist which conclude artist’s philosophy towards his/her style of work,
including their digital artwork concepts, expression and emotions.

STAGE02: Based on their two summaries, students are required to create TWO screen design
that represent their selected artists concepts, approach and directions.
Both screen design should carry expressive and provocative meanings to stimulate user s mind.
Screen design must include: title, content, three submenu buttons and a quit button.

Objective:
- To understand, explore and creating functional graphic user interface with purposed for digital visual communication.
- To investigate the development of technology in creating digital media art installations.

Evaluation criteria:
- Research documentation: 10%
- Creativity, idea development and sketches of ideas: 10%
- Final Artworks: 10%

Submission Format:
01 Two printed final artworks mounted on foam boards (Your name, id, artwork description printed at the back). Template will be provided.
02 A4 Sketches (landscape format): Idea development and sketches
03 CDROM:
- Digital copy of both artworks
- Digital Research documentation
- Your Name, id, artwork description + blog links (MS word)
04 Blog

Assignment Submission: WEEK 09
Lecturer: Badrolhisham Hashim badrol.hashim@mmu.edu.my

End Product aka Final Stage for Assignment 1

Name: Cheng Khai Wen

ID: 1081101572
Title: Lonely Death-Doll

Artist Statement: I use dolls as my subject matter because dolls are always the one thing that act as our most trust-able "partner" in our life. Remember when we are a kid, when the doll we love is gone, we will feel very alone and sad. This is why I relate doll to Alone.

Artwork treatment: I choose photographic to do my final product for Assignment 1 and I edit the fonts plus the size using Adobe Illustrator to fit the size.

Name: Cheng Khai Wen

ID: 1081101572
Title: Hope is an idea to never give up.

Artist Statement: I use tree branch as my subject matter because tree always grow upwards and never look down. It represent hope alot since it is always high above in the sky. Trees branch also have a lot of branch out and it makes me think that there is not only one idea, there are alot of ideas that can prevent us from giving up.

Artwork treatment: I choose photographic to do my final product for Assignment 1 and I edit the fonts plus the size using Adobe Illustrator to fit the size.

Final Composition aka Stage 4

1st subject matter- Dolls

which represent Lonely. I use "Alone" because is the same meaning from Lonely Alone is always cause by too trust someone, someone betray or backstab and of cause someone you love the most dead, you will feel lonely and alone.

2nd subject matter- Tree Branch

which represent Hope. Hope is always an idea to stop us from giving up on something. When we always feel that there is no more hope, that's the time when we wanted to give up. But hope is always around us if we keep on trying to go up and improve ourselves. Once there is hope, there is no need for us to give up, there is always an idea to archive our goal.

Still Stage 3: Extra arc

For some reason, I feel not satisfied with the 2 subject matters I choose, so I went to do one more back-up subject matter, Knife to test whether it satisfied my design or not. But sadly, it turns out badly compared to the 2 original subject matters I choose.


Still Stage 3: Doll arc

For dolls, I borrow my friend's dolls and mix it together with some of my own figurines. Then I went to the garden to try and get a nice background settings but all I can get is the bridge in the Cyberia Apartment Block A's swimming pool. I position it manually to the position I wanted. But most of the photos didn't turn out like what I design, so I went back home and use my own room as the setting and wait until night then use my infra-red light to create the design I planned.

Set-up:

Design:
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