Well in the end I'm rather happy with how my proposal turned out, I think I put across a good deal of context for my study, and some good arguments about the importance of light and colour in environments. Despite my earlier reluctance to start the proposal I actually found myself start to enjoy it as I got more into it. I'm quite hopeful of getting a B, or at least a high C for it.
Now that the proposal is out the way, I can focus on the concept art side of things which I've been putting aside in favor of research for too long. However I'm heading home for the holidays today, which worries me because in the past I never seem to get much work done around this time of year. I tend to get caught up with visiting friends and family, Christmas shopping etc, and I guess just the mentality of being on holiday. Nonetheless I will still try like every other year to get at least some work done during the holidays, and hey I might even surprise myself!
Merry Christmas to all!
Friday, 14 December 2012
Saturday, 8 December 2012
Ideas Come When You Least Expect Them
Its interesting how ideas can suddenly spring to mind as soon as you stop thinking about something, first day into dedicating all my time on this research proposal and suddenly my mind starts coming up with some great thoughts on my project artifact. This will just be a short post with a bunch of the ideas that sprung to mind.
Keeping in with the symbolism of a journey through life, I could make the rooms gradually seem older as the player progresses through them, to show the passage of time. This one was sort-of unintentional, as I was simply thinking of how I envisage the rooms, and it struck me that the bell tower is very run down, which contrasts a lot with the elegance of the entrance hall. So why not simply create a gradual decline through the intermediate rooms.
Using chromatic adaptation to create a mood shift, or help Fraser trick visual perception in the end jump. This one came as I was reading over my notes on colour, it is a phenomenon whereby the brightness of the ambient light causes two different colours to reverse in brightness. I noticed an example within my flat, where my flatmate has a red Hell-Boy hand he made for a costume, sitting next to the white wood that makes up the window frame. During the day the white wood is clearly the brighter of the two, but come night time when the lights are off, the red stands out much more vividly. The opposite of this scenario is colour constancy, which is far more common. That is the way in which humans can perceive whether an object is all the same colour, despite things like shadows and coloured lights influencing it.
Keeping in with the symbolism of a journey through life, I could make the rooms gradually seem older as the player progresses through them, to show the passage of time. This one was sort-of unintentional, as I was simply thinking of how I envisage the rooms, and it struck me that the bell tower is very run down, which contrasts a lot with the elegance of the entrance hall. So why not simply create a gradual decline through the intermediate rooms.
Using chromatic adaptation to create a mood shift, or help Fraser trick visual perception in the end jump. This one came as I was reading over my notes on colour, it is a phenomenon whereby the brightness of the ambient light causes two different colours to reverse in brightness. I noticed an example within my flat, where my flatmate has a red Hell-Boy hand he made for a costume, sitting next to the white wood that makes up the window frame. During the day the white wood is clearly the brighter of the two, but come night time when the lights are off, the red stands out much more vividly. The opposite of this scenario is colour constancy, which is far more common. That is the way in which humans can perceive whether an object is all the same colour, despite things like shadows and coloured lights influencing it.
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