Tuesday, 25 December 2018

Jolly holidays' music video analysis

I nearly forgot to do this but I hope it still counts! I spend little time looking at music videos in general, and couldn't remember any of thosee that have impacted me somehow in the past so instead I picked something I remember watching somewhat recently.

It opens up with a scene of a harsh winter where a figure wearing a strange suit of armor that covers even their face is walking laboriously. This is enough to signal to the viewer this might not be a very ordinary setting. The music starts with melancholic low guitars and the video sets up more of the story; some alternate history where people are struggling to get through the winter on scraps.

Misery is a common theme in heavy metal videos and this is no stranger to it. Powerful music needs to evoke emotions and that is what the videos usually emphasize. What I like about this one is it has a whole worldbuilding scheme going on for it; I'm not very familiar with the Fallout series games but I know Orden Ogan's video(s) borrow from those games' theme. In this video in particular it's more than obvious when at one point you can see a banner advertising "Nuka-Cola", a brand in the in-game world of Fallout.

So if Fallout is about people surviving in a post-nuclear war world, I believe this is what "The Things We Believe In" also wants to represent. There's a whole storyline in the video that you can follow which is not explicitly following the lyrics. That puts more emphasis on exploring the story: it gets the viewer engaged, what are the fates of these people and what is the world they are living in like. I saw another video from this same band and some of the same characters appear in that one as well, so these guys really want to share their little world.

Of course, the heavy themes ties really well to the heavy music and you've got the usual bravado of metalheads. Strange armor as clothing and long hair to whip around, the appearance is obviously quite masculine, bit of frowning of determined faces to drive in the message, but the music just wants to give you a kick of adrenaline no matter who you are. It's not unusual for metal bands to go over the top with the aggression, that's somewhat of a signature for the genre. Some might find this video ridiculous but I thought it was interesting to see so much effort put into setting the story.

The story however is a little ambiguous. Some Glowy Dude goes around reviving people who had died so far and they start to follow the Red Scarf Man. Possibly these were people who died for "the things they believed in". I think this video and song nicely represent the genre as being strong and determined are very common themes. Just go out there and kick ass.

But don't freeze in the snow.

Thursday, 13 December 2018

Course final project: cross-over art pt.9

I'm linking my presentation here because a lot of things that I didn't cover on this blog are in it, and vice versa, so everything will be neatly here on the blog.

Hopefully this link works!

Also here's the final work separately as well, in case you're not interested in the slides :P

Comparison from the original Battleborn model:

Too bad we didn't get to see everybody's presentations, but I thank you folks for a great course, also thanks for taking interest in my project. I have some blog posts to make still about some tasks I've missed but all in all it was a fun run y'all.

Saturday, 8 December 2018

Course final project: cross-over art pt.8

As luck would have it, I actually finished the project one day earlier than my estimate! No, I'm not gonna post it here just yet -- I'll save it for the presentation next week! And making that presentation is my next task... Don't know the guidelines for the pres but I'm gonna include most of the same work in progress and research material as I've had on this blog here, and then some fancy words on what I've learned etc. I've heard good feedback on the design from my fellow fans so I hope it'll do for the class as well. 😘

Thursday, 6 December 2018

Course final project: cross-over art pt.7

Today I finished painting the main body and moved onto tackling his left arm -- I was well aware it would cover a lot of the detail I had painted on him but for the sake of being thorough I wanted to include all ot if. Besides when the time comes to present the final version I can just include both with and without the arm.

I may have mentioned wanting to use actual shipheads as his shoulder-lion-things but obviously that wouldn't have fit too well, so taking inspiration from an in-game shiphead model, I created a mash-up between it and ISIC's own model.


The arm is not yet finished, by the way. You may also notice I dropped the opulence -- this is an iron lion instead of a flashy golden one to fit the overall theme better.

Mind you, while working on this I thought in this case you could also simply call this creation "a skin". Battleborn also has its fair share of different skins in the game that change the appearance of the character you're playing. Skins don't add anything to the characters' abilities and are just for the looks. This one I'm doing could instead of a cross-over be also called "ISIC's Sea of Thieves skin". Even for a small fandom such as Battleborn there's a number fan-created skins for the characters, and I'm actually happy to include this idea among them.

I didn't actually plan on painting over screenshots for this project, but it seemed to work well for the first image so yesterday I started doing the groundwork for the second image. I needed a good shot that would showcase the right side's fancy cannon arm better, and landed on this one. Working on it should be fast since the rest of him will stay a silhouette more or less, I'm estimating I can finish the project in 2 days.


Wednesday, 5 December 2018

Course final project: cross-over art pt.6

Whittling away at the draft, turning it more and more into a painting. I noticed I'm putting too much detail into the painting process but I'm just enjoying it too much I suppose...


I dug out some wood texture and surface references from my Sea of Thieves screenshot folder. I always had appreciated the art style of this game but scrutinizing it so closely like this I notice just how excellent it is in its simplicity. Very few elements overall but rendered with high care and attention to the detail.




(Skull reference. These are items you can find in the game and sell for in-game currency.)

Sticking my nose right into a game's pixels is not new to me -- observing a game closely like this and becoming aware of all the detail around lets you have a newfound appreciation for the way the whole package has been constructed. Works for real life too, sometimes it's great just to stop for a second and take in the surroundings.

Also this could turn into a whole monologue of "are games art" but it's much too late for that today.

Shipwreck-ISIC will eventually have arms too, but I was thinking of making another quicker painting of a right side view to better show the plans I have for his cannon arm.

Sunday, 2 December 2018

Course final project: cross-over art pt.5

Chipping away at the digital sketch, didn't get all that much done today, but did some problem solving and trying out detailing more towards the Sea of Thieves' visual style.


The style experiment is especially visible on the cannon. Take a reference of this screenshot.



Course final project: cross-over art pt.4

Brainstorming sketches from yesterday and a digital sketch work in progress.



Saturday, 1 December 2018

Course final project: cross-over art pt.3

I did what I didn't think I'd have to do. I went into Sea of Thieves to get more accurate references of certain things, but it was good because I got a better direction of what I'm actually after.

On paper I was brainstorming ideas earlier today, settling down some details and figuring out the general form of Sea of Thieves ISIC. I want to keep the silhouette quite similar to the original model, which was an especially important question when in Battleborn he's able to transform and bust out a ton of guns.


I'm not an engineer so I wasn't able to make enough of a functional mechanism with pirate-age tools that would allow this cannon to be pulled out and lifted up without breaking the silhouette too much. I decided to stick more to Sea of Thieves' simplistic style and settled for an in-between solution where the cannon is stationary, simply propped up enough on a small deck on his back.

As for the stuff I researched in-game, I actually came across this ship customization that reminded me the "Sovereign" style would be worth looking into more to put some of that bling on him (maybe*).


The thing with Sea of Thieves' style is that it's treading on a strange line of uncanny stylized realism. The cannon above is still functional but it's not a thing that could really existed. So it's important to break down the elements into the most basic form (understand them) and build from there.

I also went on an excursion on the Ferry of the Damned, the ghost ship sailing the waters of the underworld where dead pirates go (to respawn). This vessel/environment had inspired me a lot with the initial idea, and I still prefer a lot of the aesthetics.



Tentative strict 'no' on adding candles to the design.

* I'm more keen on the idea of a haunted shambling shipwreck than a fancy gold-trimmed war golem-thing -- one, because there's no automatons in Sea of Thieves, and two, because I love the spooky. I'm not yet sure how these two styles would mix.