Tuesday, 15 December 2009

"A deed without a name."
















Above: study of Macbeth based on the film adaptation by Orson Welles.





"The enemy of art is the absence of limitations."


- Orson Welles












Visual experiments illustrating Shakespeare's Macbeth. A short flirtation with Macbeth was abandoned as a comic adaptation would require severe editing of the source text and would leave audiences unsatisfied.

Below: a contemporary take on Macbeth illustrating Tony Blair, prophecy and oil




(left: initial pencil sketch. Below: mixed media. Ink, acrylic and collage on typewriter paper).






A section of the text was typed on an Olivetti Lettera 22 typewriter, cut-up and pasted on to the illustration. With my laptop out of action, I resorted to using a typewriter to complete the illustration. Click to enlarge.

Thursday, 10 December 2009



SUBJECTIVE PERSPECTIVE OF THE UNRELIABLE NARRATOR








Lost Highway (1997 ) Directed by David Lynch


Fred Madison: I like to remember things my own way.

Ed: What do you mean by that?

Fred Madison: How I remembered them. Not necessarily the way they happened.

Sunday, 6 December 2009

PGC phase

blog in prog... unedited 1st draft:

Trial and error and happy accidents...



I have always found inspiration in film and focusing on visual research throughout the PGC phase, I had the good fortune of having a personal tutor with good taste in film who frequently uses film references in our meetings to communicate ideas. Visual research has made me look under the skin of visual narrative techniques; to break them apart and reconstruct them in my own practice through illustration. I am interested in developing a mixed media project, exploring visual storytelling techniques for both print and screen based contexts.

Using visual beats to communicate the narrative was something that my old sketchbooks contained... the PGC research phase has put these scribbled sketches into focus. The design process project was for me the most important part of the PGC phase as it took me away from the computer and forced me to create a conceptual storyboard that would get immediate feedback from an international class of peers.

Telling a story visually forced me to see the flaws in the storytelling in my artwork and alter it to make it more readable to the audience. To explore visual storytelling further and got hold of a copy of a Gnomon Workshop DVD by Ian McCaig entitled 'Visual Storytelling'. In the workshop, he presents his own work in progress with a voice-over narration using simple art tools (pencil and paper) to illustrate his own twisted sci-fi take on 'The Little Mermaid'.

Above: screenshots of Ian McCaig in action


McCaig creates illustrations that tell the story in visual beats and constructs a sequence that communicates the story using character, composition and tone to convey meaning. Discussing the workshop with my tutor, Simon Perkins, at the second group tutorial, I found that I had stumbled in the right direction. Beat-scripts have been a tool used by Simon to construct his own narratives in film and in the group setting, being able to bounce ideas around, the idea of using different perceptions and points-of-view of an event to create a visual narrative was explored... the tutorials helped with the development of the learning agreement and using limitations to find creative visual solutions. Starting the narrative 'in medias res' (in the middle of the story) will allow me to disguise the motivations of the central character and by also using an unreliable narrator I hope to produce work that will stand up to repeated viewings.





http://www.thegnomonworkshop.com/store/product/157/

Illustration: content/context



Yoko and I jumped on a train to Sheffield to attend the Illustration: Content/Context conference @ Sheffield Hallam University


The focus of the conference was the role of authorial practice in furthering the context of commercial illustration output...

3 presentations by:

Simon Spilsbury, Benjamin Cox and Andrew Foster

followed by a Q&A session and a viewing of Andrew Foster's exhibition at Sia Gallery...


blog in prog... the contents of my notebooks will be digitized



(...)


Check out Yoko's blog: http://yokoyoshihara.wordpress.com/

Friday, 4 December 2009




Setting my own brief...
(in prog)

I will be using a subjective, unreliable narrator to explore visual storytelling in a variety of mixed media contexts. I will be experimenting with storyboards, animation and comic art using the framework of an unreliable narrator and the technique of starting the story in the middle of the action; 'in medias res'. By creating my own brief and working within set parameters it will be possible to experiment with creative visual solutions to develop authorial practice...


visual beats and beat-scripts...




Thursday, 3 December 2009

Subjective narrative


Detour (1945)
Directed by Edgar G. Ulmer



Lost Highway (1997)
Directed by David Lynch

Wednesday, 2 December 2009

D.O.A.


D.O.A. (1950)
Directed by Rudolph Maté


"I want to report a murder..."




in medias res Latin [ɪn ˈmiːdɪˌæs ˈreɪs]
(Literary & Literary Critical Terms) in or into the middle of events or a narrative
[literally: into the midst of things, taken from a passage in Horace's Ars Poetica]

Collins English Dictionary – Complete and Unabridged 6th Edition 2003. © William Collins Sons & Co. Ltd 1979, 1986 © HarperCollins Publishers 1991, 1994, 1998, 2000, 2003





Tuesday, 1 December 2009

Visual narrative "in medias res"


Aeon Flux
(Pilot: first broadcast 1st September, 1991)
Created by Peter Chung

The 12 minute pilot for Peter Chung's Aeon Flux was first broadcast on MTV for Liquid Television in a series of short 2 minute segments. Chung begins the animation "in media res" (in the middle of the action) and slowly reveals Aeon's motivation as the plot unfolds. Aeon is seen opening fire on an army of masked soldiers from the very first frame of the animation. Her mission is unclear and she shoots her way through the lines of soldiers to get to her destination.






The second 2 minute segment in the series shows the viewer a different point of view. We see through the eyes of one of the dying soldiers. We see the event from a different perspective. His perception of reality becomes distorted as he hallucinates in his final moments and we see the extent of the carnage, questioning the assumed heroism of the previous 2 minute animation.



Visual Storytelling in The Twilight Zone

The Twilight Zone: Four of us are Dying
(Season One, episode 13. First broadcast January 1st 1961)



In the opening sequence of this episode, Rod Serling's narration alters our reading of the visual signs. We follow the main character and are warned by the narrator that he is not to be trusted, that he is a man with "a cheapness of mind, a cheapness of taste." The camera is slanted at a Dutch angle to immediately communicate that there is something out of place about his motivation and a diagonal composition is used as he checks in to the hotel. The close up reveals the face of a nervous man eager to get to the safety of his cheap hotel room.





As he begins to shave, visual information that would normally be decoded as a process of cleansing and purification is subverted by a warning from the narrator. Serling's voice-over is used to expose the inner character of the man and warns us not to trust what we see;

"Mr. Hammer has a talent, discovered at a very early age.
This much he does have.
He can make his face change."

As the frame changes to an over the shoulder shot, a new face is reflected in the mirror. The moving camera follows his hand as he flicks cigarette ash into the ashtray before again abruptly changing position to an over the shoulder shot to reveal another new face reflected in the mirror. The change is accented by a musical cue.

Monday, 23 November 2009

Thought Bubble sequential art festival, Leeds

Sunday 22nd November...




Digital colouring in Photoshop & Painter
with Peter Doherty




P
eter Doherty's digital colouring workshop gave an insight into his personal work-flow as he revealed some of the digital tricks that he uses in Adobe Photoshop and Corel Painter. Working as a comic artist and colourist for 2000AD and the Judge Dredd Megazine means having to hit tight deadlines and through trial and error, Doherty has developed a fast way of working. Doherty flips between Painter and Photoshop to take advantage of the more natural, painterly and textured look art that is possible with Painter while taking advantage of Photoshops editing power.

Sidestepping Mark Chiarello's advice in The DC Comics Guide to Colouring and Lettering Comics (to work only in CMYK mode when colouring for publication), Doherty works in RGB mode to avoid any conflict when flipping between the software as Painter does not enjoy layer and screen blends in CMYK mode and data would be lost with multiple conversions from RGB to CMYK. He converts the image to CMYK mode at the end of the colouring process to prepare the finished artwork for print.




Doherty demonstrated how he uses layer masks and channels to give himself the option of editing sections of the artwork at any stage of the colouring process. A lot of comic book colourists work in 'flats' when preparing the artwork for publication. He prefers to work in channels as channels work in both Painter and Photoshop. He uses layer masks to separate figures from the background allowing him to paint sloppily and quickly. His work-flow is adapted to compliment his choice of digital art tools.



Some of Peter's artwork can be seen here: http://www.peterdoherty.net/

...



Visual storytelling with Frank Quitely...



Frank Quitely and writer, Grant Morrison, worked together very closely to develop the aesthetic of their graphic novel, We 3. Using the layout and the page design as a storytelling tool, Quitely fragments one large scene into a series of panel borders that resemble doors to depict slices of time. The cat exists both inside and outside of the panel borders, leaping through slices in time. The soldiers remain inside the panel borders. Quitely and Morrison worked hard to construct a layout that would welcome repeated readings and the image was reworked several times before a visual solution was found that satisfied both the artist and the writer. The visual treatment shows the animal's heightened perception of time and maintains the flow of action by linking the separate panels with dynamic arabesques, depicting a scene of carnage as the soldiers become his prey. The bottom panel is divided by the silhouette of a tree and the composition reveals the personality traits of each animal; the cat remains distant and detached from the group, the dog seems loyal and concerned and the rabbit seems oblivious to it's surroundings.



Below: detail from We3, art by Frank Quitely and words by Grant Morrison





---


Interview with Peter Doherty
at the Thought Bubble Festival, Leeds

Peter Doherty has been working as a professional comic artist for 2000AD since the early 1990s.



Can I ask you about how you work and your experiences of working in the UK comics industry?

PETER DOHERTY:

I broke into 2000AD in 1990. I broke in. I got to know people around here (in Leeds) actually. I met Duncan Digrado at radio (who I knew for years). He was working on stuff for Crisis; they were doing a fill-in on New Statesman; through him, I met John Smith - he lived up in York and so I met some writers (this was sort of the late 80's).

Because I knew them, I knew the people to ask to write me a little story. I did a story; that's how you got in; you couldn't just draw pin ups. I did two five page stories and they bought one so that's what got me in. I jumped in straight away so I had no apprenticeship, none of this trampin' 'round and all that sort of stuff. It was partly through design because I didn't do anything until I knew I was at least halfway decent.

These days I read the scripts and sometimes draw in a sketch book. I scribble in a sketch book and scan it in bits and put it together in Photoshop so you get the immediate idea of what the page will look like straight away.

Do you use a mixture of traditional and digital art?

These days when I colour the actual comics it's all digital art but, having said that, some of this stuff... I'll use quite a lot of textures. They might be scanned so I might use thins like scraps of paper (Chinese paper with a grain in it, that sort of stuff) or watercolour paper.

I use Corel Painter and I use Adobe Illustrator to letter. I use everything and anything, I don't care. I don't think my inking is all that good, so it's nice with digital, you're completely in control. I've never done it all digital I still quite like the feel of a pencil and a piece of paper.

But... if I could find a way of inking that was more efficient... but then I still quite like inking... but then I quite like painting...

Do you use brushes or pens to ink your artwork?


I use all sorts... you can use this sort of stuff (Faber-Castell artist pen) but the tip goes off them quickly, so I have to use a lot and it's very costly. When I started I was using dip pens and I'd rather use those but the problem is I'm a bit sloppy and I'd have too much ink at the end of the pen and there's just blobs of ink everywhere and I've spoilt something and can't get it off. When I used to do it on watercolour paper... I can't spoil the page as I need to paint on that as well. I really admire these people like Dave Gibbons; when he does stuff it's very clean and precise. I saw some Watchmen pages years ago and there's no white-out or anything, he knows what he's doing and he's very focused. Sean Phillips is quite like that as well; he does it and it's done well, but I'm not like that.

What kind of paper do you prefer to use for comic art?


With choosing paper (this is another reason to split the process up - especially now) I duplicate work. A friend of mines got one of those printers that's got pigmenting (so it's waterproof). He can print on watercolour paper for me and I can put watercolour over it. I can do a drawing on one sort of paper, print it out on another sort, print that out and colour it on another sort. I'm a sloppy worker so I can take things out of the process and I can split up the process so if I mess it up at any point I've not messed it up completely. The way I colour stuff with Photoshop and Painter is I have a series of selections and I save them in channel's so I can always go back and change stuff. It allows me to do what I want.


Do writers ever give you any page layouts?


John Smith would do that sort of stuff, but I know John and I ignore it because I know I can ring him up or email him the layouts and he'll tell me if they're wrong and usually they're not. Usually I've done it for a purpose.

Have writers reacted and added more to the finished script in response to the artwork that you give them?

Well, John Wagner does all of his subs after the artworks done, he goes through it and rewrites it. On the last episode of this Ratfink story (for the Megazine) he was getting layouts off me because I was quite late with it so he didn't see the finished artwork and some of it was quite vague. He'd ring me up to ask me what was in a particular panel just to clarify it but he'd change dialogue because you'd draw it and then the dialogue becomes redundant and you do it another way and you need to have a little more dialogue to clarify matters so that's quite good. With 2000AD with John Wagner, that's what he does because he wants his story to breathe properly. He knows what he wants his story to read like. I usually do a good job of telling the story because I see that as my job.

Wednesday, 18 November 2009

...



1. Background - What do you think is the background, which has informed this work? (Market, Competition etc)

2 Audience and context - Who do you believe is the target audience? What is the context for this piece of communication?

3. Executional guidelines – Describe the key words (mood, personality or visual qualities etc) that has informed this work? What are the materials, techniques and processes used to create this piece of communication?

4. If you were commissioned to design this work yourself – what are the stages in the research and design process you would use?

Research processes...

Design processes...

5. How might these processes relate to your own research?



...

(rough draft in progress)

To produce a piece of work like Jessica Dimmock's The Ninth Floor, the design process needs to be loose and the artist needs to be alert to 'happy accidents' that may appear to inform the narrative as the work progresses. Dimmock began her project by accident. She was photographing in the streets of New York when she was approached and asked to take some photographs of the addicts that lived on the ninth floor of an apartment building in Manhattan. By being open to becoming friends with her subjects it was possible to get very intimate shots and document them over a three year period to get enough material to form a strong narrative. Her work informed the design process. Her photography has been exhibited, published in a book and shown as a multimedia presentation that uses audio and text to compliment her images.

multi-media narrative


"In 2004, anywhere from 20 to 30 young addicts lived on the ninth floor of an elegant narrow building overlooking Fifth Avenue in Manhattan. The squatters had turned the sprawling apartment into a dark, desperate and chaotic place.

People hustled, scored, shot and smoked wherever they could. Friends conned each other for their next hit. They slept on piles of clothes on the floor. The power was shut off; the bathroom unusable; the kitchen filled with garbage. Anything of value was sold off.

For nearly three years, Jessica Dimmock followed this crew documenting what happened to them after eviction, how they fought to get clean, sank deeper into addiction, went to jail, started families and struggled to survive."

blog/smog

***VANDAL VACATION*** from WWW.REVOK1.COM on Vimeo.


Infamous graffiti artists should probably avoid Twitter... and so should you.

MIA


vertigo on the Air Shard viewing platform...

Imperial War Museum, Manchester...



POW camp magazines made using a typewriter and hand drawn illustrations

RAF 'escape pattern' flying boot design (the top of the army boots can be cut away so that a pilot can pass himself off as a civilian.

Royal typewriter... words as escape

Ronald Searle illustrations... documenting illness and starvation with illustrations

interactive POW gallerY> find out if the POW was interned/survived/escaped using a stamp

diaries with drawings/diagrams/designs showing escape tunnels from the camp...


the deliberately confusing design/layout of the building...

vertigo on the Air Shard viewing platform...

old photographs...

Sanpshots of Christina attempting an escape from the exhibition space dressed in a German army uniform> using textures in Photoshop to digitally age a snapshot of Christina...

I took a series of photos of abandoned and weathered buildings in Nottingham to use as textures for my own artwork at a later stage... to make digital art seem more organic... the human touch that was on display in the handmade magazines from the POW exhibition has also inspired some experiments with text and image... I will use the old Olivetti typewriter that I picked up in a junk shop...

the way of the bicycle thief




Visual research informing practice...







"Nothing is original. Steal from anywhere that resonates with inspiration or fuels your imagination. Devour old films, new films, music, books, paintings, photographs, poems, dreams, random conversations, architecture, bridges, street signs, trees, clouds, bodies of water, light and shadows. Select only things to steal from that speak directly to your soul. If you do this, your work (and theft) will be authentic. Authenticity is invaluable; originality is nonexistent. And don’t bother concealing your thievery—celebrate it i
f you feel like it. In any case, always remember what Jean-Luc Godard said: “It’s not where you take things from—it’s where you take them to.”

(Jim Jarmusch – MovieMaker Magazine 2004)


http://www.moviemaker.com/articles/print/jim_jarmusch_2972/





The Design Process project:



The Brief:

Waterstones.

Choose a small passage from a famous book or poem and use it to create a 15 second screen-based invitation to read more books. The final presentation may take the form of a visual storyboard sequence. The audience is adult and literate.





The book that I chose to create the screen based invitation to read more books was Naked Lunch by William Burroughs. I wanted to depict the writer as an outlaw and sell the danger of his paranoid, junkie, criminal lifestyle to the audience; to buy the book would be to experience danger. Waterstone's tag-line is to "try something new". The Restored Text of Naked Lunch is now in print and ready for a new audience.


The initial rough concept for the storyboard was sketched in the corner of a room away a computer. The rough layouts were later tidied up and redrawn using visual cues from film noir (watching Romeo is Bleeding and Alphaville helped to capture the atmosphere of film noir in the sketches). To test the timing of my storyboard, I scanned the sketches into Photoshop and seperated each frame to create a short animatic which was exported as a Quicktime movie for further editing in Adobe Premiere. To meet the brief and show only fifteen seconds of visual information required some harsh editing.

I showed a very rough cut of the 15 second animatic on a
loop, featuring a voice-over by William Burroughs reading an extract from Naked Lunch. My sketchbook featured rough layouts for the text on paper but without text overlays, the message of the animatic was not clear.The work was presented on a computer screen with a portfolio of storyboard artwork next to the screen. The feedback from the session was useful as the final sequence needs to be more clear and readable to the viewer. A greater awareness of the audience during the design process puts more of a focus on what the essential visual information should be.

Stealing from Godard and using text to communicate to the audience would be the final element of the design process...
using text to add to the reading of the advertisement. To communicate an idea in 15 seconds, I need to use text to compliment the images and to direct the reader to the message. Alphaville is a film that captured the mood that I wanted to convey and watching the film again influenced my storyboard sketches. The satirical edge to William Burrough's Naked Lunch is echoed in Godard's film. The cliche's found in detective stories are used for black comedy.

Text is used by Godard to compliment the moving image. For the films trailer, each cut in the montage is punctuated and complimented by text.






Naked Lunch test animatic from Johnny Occult on Vimeo.


The next stage of the process will be to create a more readable storyboard and animatic that has the right amount of information for a 15 second presentation and to add text using After Effects...











Above: screenshots of the Alphaville trailer


Alphaville (1965) Directed by Jean-Luc Godard







I tracked down an old Olivetti Lettera 22 typewriter in a junk shop and posed for reference photos...( photos by Clarita)

some rough ink sketches on tracing paper over even rougher pencil sketches allowed me to play with the reflection of hands in the glasses and loosen up and simplify forms












David Valente

MA illustration

Online Learning Journal

Nottingham Trent University