Studio Two: Entry 1

The onset of Studio Two has introduced new possibilities in the form of bespoke projects. While I am not free to run completely rampant and attempt any creative project idea I wish, within reason myself and my peers now have freedoms to tailor our projects towards more personal goals and interests.

My initial reaction to this has been a ridiculous tug of war between a dream project brief and a more modest and practical project plan (especially one which would be suitable for Studio Two parameters). A lot of time in my first week has been spent pondering  how much I am willing to scale down, water down and in general compromise any creative vision i have for projects in order to get them made during my student career as opposed to the possibility they aren’t made at all (or at least delayed for what I imagine would feel an eternity).

For a week I also attempted to test this in a tangible way. This meant going ahead with concept development and project planning as well as pitching my idea for feedback.

Concept development and planning revolved around an idea for a VR video game. It would be a mix of a narrative driven experience as well as have elements from the FPS genre. The scope and complexity of the project was quite sizeable and immediately recognising this, a more modest version was conceptualised, and at this point I pitched my project concept to seek feedback.

My initial reaction to feedback was dismay. Despite my efforts to scale down my project appropriately and alter my goals where needed, I was made aware of a long list of factors i had yet to understand myself. Unknown factors leaves a lot to be desired in terms of certainty. This would mean a lack of certainty that I will have the skills and ability to complete my project (with or without help from others), as well as the time management factor as its own worry.

One final element of my thought process has led to the abandonment of my initial project idea and brief. This was consideration of what my personal goals for Studio Two would be. Apart from the obvious goals set within the studio unit, my personal goals for knowledge, experience and skill set became a focus for my project decision making. My initial project idea would tick off a long list of desirables as a learning experience. I would however be in danger of being spread too thin, and to what degree would I gain anything if I was to try and learn too many things.

And so, I decided on a completely different project idea, one which would result in an animation as the deliverable and also stick to the supplied default brief. This brief asked for an approximately 1 minute long animation containing both 2D and 3D methods, and my response was the idea to produce an animated 1950s style commercial.

My aims for this project will also allow me to achieve certain goals I am eager to add to my repertoire for the future. Improving my general animation skills for both 2D and 3D mediums is an obvious one but I am also looking forward to learning the conventions used in TV ad production. As an added bonus I am exploring 1950s TV as a theme and aesthetic style which is quite a novelty.

During the first week, while brainstorming and researching, I had stumbled across an interview with Ridley Scott (On storyboarding), which has lead me further down the path of contemplation about creative compromise and the creative professional in general. His comments on the matter, I greatly expect to pop up again and again in my mind during the course of the coming project.

In terms of progress, the art bible phase in pre-production is underway. I am paying particular attention to 1950s aesthetics, including colour palette, with a plethora of era accurate advertisements informing my character and environment designs.


Link 1. The art of story-boarding with Ridley Scott. (Eyes on Cinema, September 27th, 2014).




environment design
figure 1. Environment Design. (Wyld, 2017)


obsidian logo
figure 2. Obsidian Logo Design. (Wyld, 2017) 
colour palettes.jpg
figure 3. 1950s Colour Palette Experimentation. (Wyld, 2017).
figure 4. Georgio Character Design. (Wyld, 2017).





Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s