Sunday, 30 December 2012

Symbols - Concept development

Since I don't have different characters of different cultures of my own, I've been using inspiration from Asia, Africa, Middle East, and Western, to portray different versions of the same thing - Michael, the angel of righteousness, war, and justice.

Inspiration/mood boards:

Middle East:
Africa:
  Asian/Japanese:


My own doodles:

Middle East:
Africa:
Asia:


Next step is to refine and decide on a thumbnail I think suits the situation most, and to create 4 final pieces.

Saturday, 29 December 2012

Symbols in culture and history


"A symbol is a sign which has further layers of meaning. In other words, a symbol means more than it literally says." - http://web.mst.edu/~gdoty/classes/concepts-practices/def-symbols.html

As mentioned in the quote above, symbolism is what we use to bring across subtle messages, stories, meaning, etc, which can evoke thought or emotion. Through out history, mankind has been using this to communicate with one another in different ways:



There are loads of symbols and connotations I've not been able to fit into my moodboard, but I've arranged some of my personal inspirations, such as religion or comics. I want this to implement these symbols throughout history and culture into different designs. Use my angels/demons as a base because they're already well established figures in my world. Use Michael, symbol of righteousness, justice and war.

Wednesday, 26 December 2012

Religion in Video Games

Do video games spend too much time emphasizing the violent aspects of religion? Some thought provoking reads to relate to my own religious class for my fantasy world:

http://www.kotaku.com.au/2012/02/study-says-video-games-have-problematised-view-of-religion/

"What all of these games show, and what should have been anticipated, was the connection of religion to violence. "

"...religious groups seem to frequently serve as gamers’ adversaries, and who hasn't played a JRPG in which you have to kill God? — this study is far too limited to make any reasonable conclusions about the nature of religion in games. You could write an entire thesis paper about the religious overtones in titles like Shin Megami Tensei: Devil Survivor or mythology-packed action games like God of War or Dante’s Inferno. It seems unfair to judge the entire medium based on a selection of five modern titles."

http://www.kotaku.com.au/2012/03/objection-religion-in-video-games/


"In a recent sermon the Pastor makes this point: in the media most people of religion are represented as being either violent, hypocritical, mentally weak, suspicious, deviant, or as bare faced liars.
Despite being an atheist I actually believe that the representation of religion and religious people in the media is, in general, pretty one-sided and negative. I think video games as a medium is simply following in those same footsteps."


http://www.patheos.com/blogs/unreasonablefaith/2012/04/religion-and-video-games/

"A game doesn't have to feature religious conflict to have religious content."

Tuesday, 25 December 2012

(part 3) How different races identify one another - Video-games

How races in video games view each other...This is an extremely wide area of study. So I'm going to pick out two examples of different cultures in games, and then discuss Euro-centrism in MMO's.



Mass Effect series - 18+ races - A beautiful example of different cultures/races co-existing in a video game. Of course the setting is space, which is much larger a singular planet like I will be doing! None the less, I'll be focusing on Citadel races. These are races that follow the Citadel Council. There are 9 races.

Of course, being under the "Citadel Council" umbrella term, does not mean they have much else in common. I find this to be a beautiful example of extreme different shapes, species, religion, biology, environment etc still being connected. More interesting, the Asari are found to be attractive by all the races (again, focusing on Citadel races). Some races first contacted one another, and have stranger bonds. Ideas of communication are different, as shown by the Elcor's inability to show emotion visually/verbally. There are plenty of examples

Humans are the most diverse physiologically, and are also the newest members to the Citadel Council. As there's nothing else to compare to, the viewer/gamer is found to believe human beings are the norm and compare other races as so.

But in Mass Effect, I'm impressed as how humans are not the "best" (or "worst") species. They're all balanced. This counters my research made into Elves and overly-powerful humans in MMO's.

I will most likely do a large study case on the interactions between different species' in the Mass Effect series for my Dissertation. So I will expand on what I have now more throughout Semester 2 :)



Final Fantasy X - 5 Races - Human, Guado, Al Bhed, Hypello, Ronso -

The game focuses on a common enemy, similar to ME, but that doesn't stop certain tensions and histories between the races. But I chose this game for the reason that no one race is completely isolated/evil. Even the Al Bhed, who are hated so much for their different views, are not "evil". The just work differently to the rest of the world. In Final Fantasy X-2, it's sequel  it's addressed and are widely more accepted, as is their culture and way of working. Humans are dominant race, with some past tensions with the Guado. Ronso are an isolated and very visually and culturally different beings, but peaceful and seen with respect, until the happenings within the FF X story.

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Euro-centrism in video games 

Euro-centrism Definition: is the practice of viewing the world from a European perspective. 

As with elves in MMO's, it's fairly evident that theres a certain impression of what the 'best kind' of human looks like, and how simply put, the white male is the role, the majority of characters will have blue eyes, and the body shape and mannerisms matches those of the West. European impressions are noticable in many areas of media, but the study of euro centrism in video games is very recent, new, and does not have much supporting theory, but the evidence is over-whelming. From the stereotypical Final Fantasy characters created in Japan, to games created in America, the rest of Asia, and even Europe, why is there a set formula of white, blonde, blue eyes?

This blog by student Andrew Leeson (http://andrewleeson.wordpress.com/) is a short few-posts bank of Euro centrism evident in video games, and he covers things from racism to half-breed characters in games. A great bank of knowledge even if only afew posts long, and I plan to read his reference sources to gain my own insights into euro centrism.

---------------

My studies into the psychological side of race perception is coming to an end. Soon, I plan to focus on visuals, such as symbols, clothes, and colours of cultures. I am almost 100% certain I'm going to start walking away from the words "race perception" and waddle towards "Social Interactions."

I hope to incorporate all the knowledge I've gained over race perception in real life and video-games and incorporate them into my final artifact. Time to get cracking!!

and Merry Christmas. :)

References and Websites with good information for later:
http://facts.randomhistory.com/facts-about-race.html
http://kotaku.com/5358562/minority-report-the-non%20white-gamers-experience
http://forums.lotro.com/showthread.php?419136-Avoiding-Eurocentrism-in-the-non-human-races-(and-fixing-Tom-Bombadil-s-skin-colour)/page2

(part 2) How different races identify one another - Physical Attraction



I've covered the "Cross-race Effect", where it effects everyone's mentality, regardless of what race the individual is. But there's also the case of different visual attractive points and first impressions within our own races. For instance, in the West, slim is attractive, there is specific percentages for what males/females find attractive about one another, mainly in face shape. Of course, beauty is subjective and the average from surveys/other case studies are the most reliable answers possible, but I aim to find out what different cultures find visually beautiful within their OWN cultures, as apposed to race's judging one anothers physical attractions/traits/methods.

For instance, it's well known in Chinese history young girls would bind their feet to make them appear smaller/not grow, as that is found attractive.

African/Asian women of some tribes use rings to make their necks appear longer for many different reasons, one is to support their culture, to make themselves beautiful and of their own tribal identity.

English women would wear corsets to change their body shapes into what was considered beautiful waist-to-hip ratio in the past.

It is not uncommon for women of Africa to bleach their skin lighter. However in the West, a tanned skin is preferred as it shows beauty in the sense of health and wealth.

Men are also just as important in cultures. Depending on the culture, hairiness is seen as extremely attractive and a sign of masculinity, and in others it's the exact opposite.

"The key to judging someone accurately is that you have to be able to compare within cultures, not between cultures."

Also some great notes on clothing on different races, and how we rate them in social class and visual attraction in references...

References:
http://www.apa.org/monitor/mar05/slices.aspx
http://www.psychologyandsociety.org/__assets/__original/2012/01/McDermott_Pettijohn.pdf

http://en.wikipedia.org/wiki/Physical_attractiveness

(part 1) How different races identify one another - Cross-race Effect


"Cross/Other-race effect" is essentially the answer to the commonly heard "They all look the same" phrase used when one member of a race is trying to identify an individual in a different race:

The main idea of the other-race effect is that “Eyewitnesses are less likely to misidentify someone of their own race than they are to misidentify someone of another race” (Wells & Olson, 2001 , p. 230). For example, if you are Caucasian, you are more likely to misidentify someone who is Asian rather than if they were Caucasian. An explanation for this is the theory that “They all look alike,” which states that within a person ’s race they recognize the diversity among members, but when it is a member of another racial group the person does not see any real differences.

Ways to reduce Cross-race effect: "A study was done in which participants were forewarned about cross-race effect and how viewing individuals holistically according to stereotypes does not lead to the correct identification of facial expressions. Instead, participants were encouraged to focus on individual facial features. Interestingly enough, results from this study showed that the cross-race effect could be reduced and sometimes even eliminated when participants were wary of it. Therefore, cross race effect may be a result of people using stereotypes to holistically process faces rather than analytically view individual parts of faces to identify an emotion. This study also shows the effect education may have in helping our society to reduce cross-race effect as a whole. When individuals are more aware of how they may be falling into the trap of stereotyping, they can make accurate judgments about people."

If this is the case, and I want my project to portray different races without discrimination, what can I do to warn my audience in advance with this new information? How can I visually translate. I understand first impressions are very important, and are a part of what makes us human and identify danger/threat/fear...But they can also be wrong. This literally applies to the phrase "Never judge a book by it's cover.", yet, we always do. The same things apply to race perception.

References:
http://www.kon.org/urc/v6/schlick.html
http://www.newscientist.com/article/dn19676-they-all-look-the-same-race-effect-seen-in-the-brain.html
http://en.wikipedia.org/wiki/Cross-race_effect / Hugenberg, K., Miller, J., Claypool, H. M., (2007). Categorization and individuation in the cross-race recognition deficit: Toward a solution to an insidious problem. Journal of Experimental Social Psychology. Vol. 43, 334 - 340.

Friday, 7 December 2012

Politics/Law/Religion with different racial groups?

A keen area of research I have been exploring and processing into this blog post the last few days is how different fantasy character species interact with one another, and to hopefully incorporate that into my character design in the future. One of the main questions in my jellyfish is:

Why is a sense of identity or humulity missing from fantasy characters/races? (e.g. All orcs and trolls are bad. What if a select few trolls were good? Why are they all bad? What if it befriended an enemy species?) How would two conflicting/similar/alien races interact? What politics are involved with such fantasy settings? 

Unsure whether to drop this, refine it better and revisit it in the future?

For certain, I will need a political agenda for all of my fantasy races, and I already have a religious complex set up which will serve as a "law" to some of the more faithful species. Of course, I want to avoid ALL of one race worshipping, as not to lump them/make them indistinguishable as individuals...

Things to look at more indepth in the future :) Will probably take a case study or two!

Study Case: Guild Wars Races

My Thoughts

Charr culture shares similarity to: Mongols, Roman Empire, Industrial Ages. 

Guild Wars is adorned with 5 playable races. What is suprising is Human's are most played. What is unsuprising to me is Charr's are an undesirable choice. My opinion on the matter is because in GW1, the Charr were just the "enemy". They weren't playble, they weren't very distinguishable, they were a race built for war and hate. I personally remember killing low level Charr's at the start of my GW experience, and them being labelled the "enemy" in my head. Only in GW2 did the Charr topic broaden, an extensive history given (one of which is still riddled with conflict with Humans) and the species finally given a chance to look good to players. But even still, they're described as harsh, creatures born to fight, their colours are mostly brown and red, and their brutal honour centered life-style is still negative views. 



"The charr would be the main threat to the humans of Ascalon, so we wanted something inhuman, iconic, and intelligent." - Katy Hargrove, on creation of Charr for GW1

Of course there are more races, but I'm focusing purely on a race that's been vilified, was once (and still often can be other than a select few in the GW history/universe) undistinguished from one another, and has a feud with the Human race (who lean more towards good, pictured in much lighter tones than Charrs, but aren't without fault!!)

Others opinions of races in GW2 (what they’ve been inspired by)
-          Disappointment at 5 races and humans being most selected. Why? Lack of imagination.
-          “Asura are scientists, tinkerers, and inventors.” “They are a large, predator race – in appearance, they clearly draw resemblance from canine and feline species.” “Human popularion exists at an interesting nexus of pastoral and industrial.” “The Norn are totally not Vikings. Any resemblance to Nordic mythology, or to Britain circa the 9th century, is totally coincidental. Right?” “The Sylvari don’t simply dwell in nature; they are nature.”

Inspiration, motivation, methods and communication *Honours Guidebook*

This post is to clarify my last informal post, and to follow the recommendations made in the 4th Year Honours Guidebook.

Project is self motivated. I have to stay true to things that inspired me to pursue concept art as my major skill, and the motivations it'll take to achieve this by creating fantastical characters living among one another, and show my passion for fantasy character design and explain to viewers my research and understanding of concept art, story, illustration/technical skills for art, and appropriate interaction to make these characters seem more realistic and empathize-able with.

Critical Description: To research and present how fantasy characters of different species or social classes interact and live among each other in media and video games, and to input this research into creating fantastical characters without resorting to a black/white good/bad bias of classes/culture. *This will be clearer and edited as my research progresses in Semester 2!*

Reflection of work: Researching X, experiments will be Y, generating Z

Inspiration: Concept art and development of beloved existing characters. The research process.

Motivation: Beautiful emotive visuals and stories.

Methodologies: Case study and practice-based approach.

How I will communicate, interpret, define and experience the ideas: Through my methodologies, I aim to create pieces of work that will convey what I have researched and wish to express to viewers. I will use imagery, symbolism, story, etc, to define my research through my art. I want to show fantasy characters interacting with one another and the world around them, without resorting to the usual cliche's and stereotypes.

Update: Sketchbook and Methods

I will be journal-ling both in blog and sketchbook. I'll upload images every so often to this blog, but mostly I'll be using the sketchbook to document the iterativeness of concept design. It's just easier to scribble down in 2D in pages and pages over fidgeting with layers in Photoshop! It'll also count to my Concept Development Log, Pre-Production, and will help aid me in showing "This is what I researched, this is what I learned and drew from that" process. I'm sorry for the simplistic terms, I hope this makes sense! I'm usually very confident in sketchbook logging, but I've been lacking this semester. This might be more to do with the research, journal reading, focusing on an aim and proposalling, and I hear Semester 2 will be mostly practice based research, but I feel like I'm already lacking! :O

So I hope that makes sense! If not, tl;dr, see sketchbook for pretty doodles.

As I proposal away, this is for certain; I'll be using a Practise-Based and Media Research method of research. Due to the sensitivity and emphasis on humanities-centric/races, Qualitative research may also be involved with my project briefly.