Design Principles Assignment: 2 | Visual Analysis & Ideation (0373754)

 

 Module MIB

Visual Analysis and Ideation

This artwork in particular when broken down possesses the very elements listed above having lines that form sharper shapes as it comes together in a more 3rd dimensional look therefore a form, the texture of each individual part like clothing, skin, hair, or the metal though under the same art style has clear differences with metallic parts being smoother than their fabric counterparts with a defining shine to indicate metallic lustre. The clothing pieces shared between the three characters there also have varying forms of fabric with some appearing as if it uses material that is more flexible than others. This is indicated similarly to that of the metals present as it appears smoother in comparison with the lack of wrinkles. Game art in particular is something I've always found mesmerizing as each work much like their less videogame-oriented traditional counterparts all possesses a tale to be told in different nuances. 

From my observation there are many principles used here much like repetition for pattern and indications of movement, not much context is really needed to show what we are to witness within these images such as the sorcerer casting spells and more. The art appears to be drawn with two prominent lighting hues being red and blue for its contrasting lighting, this is indicative regarding the antagonist and protagonists of the characters with the one in between the two hues however is expected to be morally gray the outfits themselves also seemed to match the colliding opposites of lighting colours. The shattered glass present within the image shown above indicates narrative input about shattering realities or so.

The art itself also balances the backgrounds and the characters well enough that all of the imagery above appears coherent. The two characters present within the artwork who appear to be larger than the near full body illustrations of the two in the middle also indicates the leading roles they take in the grand scheme of the narrative putting emphasis. 

Applying Gestalt's Theory


There are several aspects regarding the theory here some of them being multistability, proximity, invariance, and even pragnanz. Through the dissection of the art itself using the gestalt theory we can view and even recreate the building blocks that may have formed the illustration itself. 

Before going into detail, here are a couple of categories of gestalt's theory.
- Emergence, perception about a whole comprised of smaller concepts.
- Reification, interpretation of multiple concepts as one.
- Common Region, grouping identical concepts.
- Continuity, the flow of a common theme.
- Proximity, gathering a distinct entity comprised of several elements.
- Multistability, the sensation of different interpretations created by one concept.
- Figure/Ground, the difference of interpretations found on stable back and foreground.
- Invariance, despite perspective alterations concepts retain recognizability.
- Pragnanz, the simplification of complexity.
- Similarity, identical concepts or objects.
- Symmetry and Order, matching concepts of the same construct with varying angles. 
- Common Fate, the very unison of direction in concepts.


Pragnanz, Symmetry, and Multistability 

Repetition and Common Fate


Closure (Reification) and Symmetry

Image directory also includes the date and time of the post along with the responsible artists 

April 27, 2022 

Chosen Artwork Elaboration

The Art is chosen due to the variety of reasons, as video game art is something I gravitated towards for a long while now, combining surrealistic imagery and realism at the same time there are many aspects when it comes to art much like this one. After carefully analyzing the artwork itself there are ways to improve the art itself using the knowledge obtained through learning design principles. A couple of suggestions I might make for the Illustration itself though it already being incredible and mesmerizing enough I suppose it boils down the preference.

First preliminary idea Rationale

Though it is probably intentional the two larger characters on the red and blue backdrop seemed to blend a little too much into the background when viewed as their transparency is rather affected by the lack of contrast. The art itself proves itself to look rather messy as well with effects and backdrops all over the place bringing attention away from the characters in the
 art itself, theoretically the effects itself can merge with the characters to form silhouettes or to simply add implications, so the emphasis is put on the characters rather than the background.





Added Shattering and Falling Parts to Signify Narrative of Two Sides

Second preliminary Idea Rationale

Another thing I'd probably try to add onto the artwork itself is the usage of motion blur, from the learned design principles movement is an aspect among them. By using motion blur the Illustration's indication of movement may prove to be more dynamic while adding a sense of speed to the movement itself, poses may change to further suit the change.




Motion Blur Demonstration (Redraw)


The Usage of Motion Blur on Tendrils Reference
Illustration of a Character from the Same Collective Franchising 
Time allotted (40h)
Done on Ibis Paint X 

Third preliminary Idea Rationale

The last thing I'd suggest is an effect overhaul on certain parts like the glowing spells present on the character on the left red backdrop or the spell symbols present on the characters at the center of the artwork itself.


Effect Overhaul and Addition Concept




Effect Overhaul and Addition Concept Applied



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