Presentation of exhibition project

I met Jack at 10 by the AV shop to pick up camera equipment. Everyone were getting in early to rehearse the presentation. I think people were a bit jumpy in the beginning of the day, but as we got on practising, the tension somewhat wore off. It was a fun day, everyone seemed really excited to show off what we had come up with.

For the sake of grading, here were my chores of the day:

  • Pick up camera equipment
  • Bring in supplies for drinks (me and Robin)
  • Get ice (more tricky than it sounds when you don’t have a freezer, haha)
  • Mount concept art onto foam board
  • Mix drinks (me and Robin)
  • Hand out concept art and popcorn during the presentation

I was very, very, very happy I didn’t have to present. I was so impressed by how organized our presenters were, I think they appeared extremely professional. Perhaps Lucy the most, since she wasn’t actually supposed to present, and had to step in last minute.

I’m confident that this project has been a great experience for us as a group. It was a shame that not everyone participated, but those who did all helped us get to where we are today. It’s been busy, chaotic, annoying, entertaining, hysterically funny at times, but most of all: simply brilliant. I’m very proud to have been part of it. Douglas was an amazing and truly inspiring teacher for us during this period, and he really helped us get to what we have now. This project has been a really good experience, which I believe most of us really enjoyed.

The best reward from the project came straight after the presentation, presented by dead silence in the room. This, followed by feedback we had only dared to hope for. It felt really good, I think every single person in that room felt on top of the world for the rest of the day. Our little corner of the studio was filled with the essence of world conquer. It was truly brilliant.

Presentation practice run

The people who were presenting started rehearsing early in the morning. I had a meeting in Bank, so I didn’t get into uni until 3pm. They had obviously done a lot of work. We stayed for an hour or so more, and divided up some tasks that had to be done for the following day.

Mine:

  • Bring drink supplies
  • Pick up AV equipment
  • Let Robin know I had signed her up for filming the presentation
  • Print and mount samples of concept art for the presentation

Once we heard that the Jellyfish talk tomorrow had been postponed, we decided to meet up at 10am tomorrow.

Final exhibition meeting with Douglas

Today we met up with Douglas in the studio, to practice the final presentation of our curation project. We decided the following:

  • Presenters: Jack (screen group), Milly (model box group +BFI exhibition), Mia (detail group), Charlotte (budget), and Amber (exterior group).
  • In the following order: Mia (detail) -> Milly (model box room) -> Jack (screens) -> Amber (exterior) ->Milly (BFI) -> Charlotte (budget). This gives a nice flow through the concept, which also represents the journey we want our concept to tell.
  • Sara and Pilar would be in charge of each their presentation screen.
  • Two or three people would film the presentation, so we could put it on our Kickstarter and possibly in the exhibition itself. Me and Sophia would have each our handheld camera, and we’d have a free-standing one in the back.
  • Hand out sample cocktails and popcorn during the presentation.

Projection try-outs

Me and Sophia met up today to test projection for the screen installation (which may not be a screen installation anymore). We tested out the interview footage and some videos of our work onto different surfaces: brown cardboard boxes, white foamboard, thick watercolour paper, some kind of thin, grainy paper roll, and the white plinths from the studio. I personally love how the projection looks on the brown cardboard boxes. The danger with having a brown background is how people’s work might change colours as it is projected. But we can prevent all that by just testing it out first.

I have to be honest, I don’t understand what some people were saying when they claimed projecting onto foam board would look like shit. It looked better on watercolour paper, but foam board was still nice. -And: it’s cheap and will shrink our workload oh so much. A3 sheets of white foam board can be bought for £0.74 per sheet. We need 6 sheets per box. That equals £4.44. Say we’d make 20 boxes, this would add up to £88.80, which is way less that the £600 screen installation. The sheets come in packs of 15. We’d need 120 sheets in total, which divides to exactly 8 packs. No waste!

We could also get different sizes, all pre-cut, so nothing would look shitty. Then all we’d need would be pins. We spoke to Henrijs this morning, and he can get nice cardboard boxes for free from work. We could use these to make a skeleton for our foam board boxes: that way they’d be sturdier.

Henrijs also has experience constructing sets with cardboard boxes. He said he could make the installation sturdy and safe. Safety is another matter: no one’s going to get injured if a foam board box falls on them. All we’d need to do is fireproof them.

More island sketches

I saw Ryan’s concept drawing in the studio today, and was super inspired. He’s got this really nice comic book style of drawing, with pen tip lining and promarker shadings. It reminded me a lot of the comic book series I used to read when I was younger. (Not that this is relevant, but I would still be reading that comic if it hadn’t gone out of publishing.)

I made some sketches based on Ryan’s concept, and I’m so happy with the way the island design is going! It’s been a huge knot in my process for a long time now. I’m so happy it’s finally resolving. However, now I’m faced with two challenges:

  1. Don’t make a mainstream island.
  2. Don’t copy Ryan’s design.

I really want to though, his design is amazing.

Sketchbook_square_04-06-2015025 Sketchbook_square_04-06-2015024

What if video games were real?

Was that the thought that went into their head when coming up with this movie? I don’t really care, I am exited! I just watched the trailer for Sony’s upcoming feature, Pixels (2015, dir. Chris Columbus). Long story short: aliens misenterpret video game signals as a signal for war, and attack earth through retro video games such as Donkey Kong and Pac-Man. I was curious, in regards to the VFX style and the film’s concept, of just how serious the film would be. Then I saw Kevin James, Peter Dinklage and Adam Sandler were in it, which said it all: it shall be brilliant, -but serious? It doesn’t really matter.

New island ideas…

Following up on my last post, I’ve made some brainstorming sketches and visuals for the island.

I found my rocks! This is a photo of Hawaii Beach, Guatemala, and the rocks sticking out of the water are absolutely dreamy! It’s funny, after doing so much research on Guatemala for this project, I was absolutely certain rocks like these would exist, because it made sense. But I couldn’t find them, which didn’t make sense at all. But now I did! Wow, that’s a lot of buts…

5_hawaii-beach-guatemala (1)

Along with this, I found a beautiful sunset image of the ocean around Guatemala. It’s my colour palette! 😀

Guatemala_Ocean_Sunset_by_Koudanshi

The rocks from Hawaii Beach really inspired me, so I started playing around with them in Photoshop. As I didn’t have my Wacom tablet at hand, it seemed like a waste of time trying to draw up the branches. It was quite difficult finding the right reference images to use, so I’m just gonna wait before I take this one further.

That round island…

Something that I’ve been struggling a lot with for this project, is the island in which my whole story takes place on/around. This is an issue, as the island is vital to the story. My problem is: what shape should it be?

I originally wanted it to appear fairly plain from a distance. Then I decided that that seemed boring, and would likely not communicate the island’s sinister and dead reputation.

I remembered reading Arnold Aronsen’s American Set Design book a few years back. This book features a visual library of different theatre designs, with the designers’ notes in addition. Something from this book has stuck with me since reading it: one of the designers specified that he would always work out his plan first. Then, and only then, could he achieve a functional and appealing design.

Since I’m more of a technical than a creative person, I was really fond of this idea. I think I’m one of those people who has to see the lines before I can draw outside of them. Anyways, yesterday I returned to one of my island visuals which I haven’t worked on for a while, but as I saw it, I realized how very, brutally bad the design was. It looked okay as an illustration, plus the hours and hours I’d spent perfecting it were difficult to discard from this moment of truth, but eventually I had to admit to my island’s current, dysfunctional design.

I sat down at home trying to figure out the plan. One thing I decided early on was to have the island round, so that it would look like an eyeball. I imagined the sand around it or the levels under the water surface could be the eyelids. I also had this ‘grand’ idea of having the island appear plain, until the moon rose to a position that would visually look like it was the pupil and the island was the eye. I still wanted these elements, but they were proving trickier to get.

One more thing I was struggling with, was working with a big-scale location. Since all my other locations exist inside of this island, its plan has to allow for the characters’ paths. I asked myself: what are the most important aspects of the island’s plan? Answers:

  1. Lumi has to discover The Lonely Monster in the very center of the island, because this symbolizes that the monster is the island.
  2. The girls have to wake up stranded on a beach/location which is situated as a line between the dark forest and the endless horizon. Both have to be clear, close, and grande.
  3. The observatory has to be close to water, but cannot be visible to the characters during the first scene when they notice the island, as it is supposed to be a discovery in Act 2.

Ideally I’d want the observatory to be on a beach as well, as I want the effect of the moon shining through it’s cracks to create spotlights on the water. I also want it to be the tallest point of the island: it would make sense to build an observatory on the tallest point of the island. But this collides with how I want The Lonely Monster to have build a massive shield of branches which covers the entire island, as the tip of the shield would then be the tallest point.

I sought help from one of my flatmates, who’s currently in Theatre Design. She started telling me about ‘her rock in Greece’ as she called it: a rock that her and her siblings would swim back and forth to from the beach. I was fascinated by this, and realized that I had not considered the possibility of rocks around the island. Except pebbles, but those generally don’t stretch very high. I was even more fascinated when she drew it up for me, and it looked like a tall, constructed pillar sticking out of the water, far away from other land. I looked into some images of Greek island, particularly Patmos, which is the one with my friend’s rock:

We started talking about how I could show the island. This conversation was mind-opening, and totally jump-started my inspiration and motivation back on track. We drew some collaborative sketches working out what it could look like. We came up with the following:

  • The observatory could be on a rock outside of the island, yet it would still have to be connected, and there would have to be a way for the characters to get over there.
  • Since the island is supposed to show traces of an ancient civilization, and The Lonely Monster is supposed to be shown as the one who ‘held up’ their society, the monster’s branches could have formed a bridge which led to the observatory. Since the island is decaying, the branches can be dipping into water, like a broken rope bridge. Thinner branches could still be hanging over the water, offering an alternative, more challenging route for the characters to get across.

For technical drawings, I’m referring to the visual development process of Tangled (2010, dir. Nathan Greno & Byron Howard). Maybe this will help me in comprehending the larger location.

New moodboard for island:

A very, very rough pencil test…

 This is a short scene of my opening sequence. I sketched it down quickly to get a feel of how the camera would move around the environment, centered around the character. Photoshop proved really good for quickly adjusting layers and re-size sketches. I found that I was spending so much time trying to use shape warping in Photoshop, when I could have just sketched it down really fast instead. Any suggestions to what I could improve?