Thursday, September 21, 2017

Week 2: Narrative Design


  1.  Discuss some of the more compelling ways that Asterios Polyp demonstrates storytelling through illustration.
    • In Asterios Polyp the artist pushes the use and portraying forms with different lines, shapes, and colors. For example, whenever Asterios is acting on instinct like a repetitive sequence he's drawn as empty structured lines that have a mechanical like quality to them. This style was also used for panels where Asterios is disconnected or dissociating from the rest of the world around him. Another style used it very wavy, curving, almost melting shapes to show his emotion of self doubt or reluctance like on page 39. 
    • On page 61 when Asterios meets and speaks to Hana they are each drawn in their own separate style and color. Once they speak to each other and hit it off, the illustrator starts merging the two styles together, the reader can see this as the characters influencing each other through bonding.
  2. Discuss how storytelling may play a part in your own work, whether you're a filmmaker, illustrator, graphic designer, computer animator, or creative writer, etc.
    • The vast majority of artist always try to relay some sort of message through their work. Whether it be a feeling, story, lesson, or emotion depends on how well the artist expresses it and how the audience will react in turn. All artist follow basic rules of fundamentals which are the foundation of art, society, and humans. 
    • Society has changed and developed over centuries and because of this, created a standard that people follow without even realizing it. The psychology of colors is a great example of this. At some point in time certain colors didn't have concrete meanings, its because of us as a society that we began to define what we think of certain colors. For example the color red is closely tied to certain adjectives such as aggressive, dangerous, passion, and power. Deciding what object we apply the color to changes the outcome reaction, a red spike says "danger don't touch" while a red flower is inviting for someone to pick. By applying the right combination to our work we influence the story being told to the audience.
    • As a Game Art major here at Ringling, storytelling plays a fairly large role in the work I will continue to make. By creating environments I am giving the player a setting, set dressing or decoration give them a sense of space and time, lighting gives them a mood, color influences their choices, and so on. In our line of work our main priority is to provide the player with an experience, to live the sotry itself and immerse themselves in it.