Illustration & Visual Narrative - Task 1: Exercises
07.10.2024-11.10.2024
SUN YUTONG (0377440)
Bachelor of Design (Honours) in Creative Media / Taylor's University
Task 1: Exercises - vormator and game card design (20%)
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Module Information
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Lectures
LECTURE 1:CHARACTER DESIGN BASICS
The talk began by introducing us to stylized design, and the reasons why we
are attracted to some characters: iconic, simple, and unique.
(Fig.1.1)
This was followed by an explanation of character design principles:
reviewing the fundamentals of design principles and applying them to
character creation.
(Fig.1.2)
Creating the shapes of the characters: We have to learn to try to
incorporate different interesting shapes of graphics in our designs.
Establishing the basic role of the character: Colour has a very
important role in determining and differentiating the character's
characteristics, and different colors also give different emotional
impressions that can resonate with the audience. For example, the film
‘Inside Out’ uses different colored characters to represent their
emotional images.
(Fig.1.3)
Creating Characters Using Emphasis and Contrast: A good character will
have a strong contrast and emphasis on visual and color elements. For example,
when creating Anger in the film, fiery red hair and rich expressions were
added to enrich the portrayal of the character.
Harmony of Elements: When creating a character, every element used
needs to complement each other to better participate in the character's
narrative. In the film, Riley's emotional villain is different from her
parents, whose emotional villain takes on their main characteristics.
Character's expression design: characters with rich expressions have
great appeal and memorability.
(Fig.1.3)
LECTURE 2:CHIAROSCURO
The lecture began with an introduction to the relationship between light
and dark in painting.
In painting, the technique refers to clear tonal contrasts to suggest the
three-dimensional volumes and shapes of objects and figures. Many famous
painters use this technique in their works.
(Fig.2.1)
(Fig.2.2)
The contrast between light and dark can be used in visual narratives as it
can be a good way to differentiate between positive and negative spaces.
Positive Space: refers to the subject or object of interest in the
visual.
Negative Space: refers to the filler space or background surrounding
the subject or object of interest in the visual.
(Fig.2.3)
(Fig.2.4)
Increase Dramatic Tension: Gives thrilling emotive depth on the look and
feel in the scene.
Create Sensational Effect: Helps elevate fantastical viewpoints to emphasis
on the narrative.
Attract Attention: Helps to elevate the fantasy point of view to emphasize
the narrative.
Make Tasteful Composition: The play of negative space versus positive space
creates an attractive scenario.
LECTURE 3: COMPOSITION THEORY 1 || VISUAL AND SHOTS
Lecture 4 introduced us to composition, which in design is simply the
arrangement of visual elements. The most challenging part of composition is
how to effectively arrange visual elements - the answer is to arrange them
in a way that conveys meaning. In composition, we also need to arrange focal
points to give the visual a sense of standing out.
(Fig.3.1)
Next and we were introduced to the basic rules of composition.
Visual Narrative:The visuals in the scene complement every aspect of the
narrative.
Visual Flow:The scene has a clear visual flow that guides the viewer's eye.
Visual Balance:Lay out visuals to balance composition in the scene.
Visual Hierarchy:The visual effects are arranged in such a way that leads
the viewer's eye first to specific details.
(Fig.3.2)
Next, we were introduced to the basic rules of composition. When we are
composing a picture we need to combine the focal point to complement our
subject, consider the look and feel of the scene, and keep their mood
consistent. The composition also determines the path of the viewer's vision.
(Fig.3.3)
The composition also determines the path of the viewer's vision. We can also
influence the path of the viewer through composition. The lecture then
listed different types of shots to us and described the type of performance
in different shots and how the viewer feels when they see that shot.
(Fig.3.4)
LECTURE 4: COMPOSITION
THEORY 2 // PERSPECTIVE
Firstly the lecture explained to us the principle of perspective: the art of
representing three-dimensional objects on a two-dimensional surface in order
to give the correct impression of their height, width, depth, and mutual
position.
Next, we are shown some rules for constructing perspective.
(Fig.4.1)
One-point Perspective: The easiest way to make a 3D image is to
draw objects that appear from a single point on the horizon.The closer the
image gets to the vanishing point, the smaller it gets until it becomes so
small that it disappears completely.
(Fig.4.2)
(Fig.4.3)
(Fig.4.4)
Isometric grid: To create a detailed concept of a single building, it
is more beneficial to use a simple isometric view because it allows you to
clearly present all three sides of the design without distorting the
perspective or obscuring details.
(Fig.4.5)
LECTURE 5: COMPOSITION THEORY 3 || FORE,MID AND BACKGROUND
This lecture explains the importance of an effective sense of space when
creating a composition. The foreground, midground, and background in an
image will immediately want the viewer to wear a sense of
proportion.
(Fig.5.1)
FOREGROUND: Objects that are nearest to the viewer
MIDDLE-GROUND: Objects in between foreground and background
BACKGROUND: Objects that are the furthest away from the viewer
We can highlight the foreground as the main focus by using size
differences and color contrasts.
Highlight the focal point by using size differences and light contrasts.
Design flow is the way your eye moves or is guided through the composition.
A fluid design will guide the viewer's eye throughout the layout, moving
easily from one element to another.
(Fig.5.4)
Example:
Task 1: Vormator Challenge character
Mr. Hafiz asked us to make a monster using eight specified shapes.
First, I made these eight shapes using the Pen, Curve, and Rectangle
tools in AI.
Then, I started making the hands based on the monster's features. I
browsed some monsters online, and many of them had tentacles like
octopuses, so I used three of the eight shapes: cobra, sausage, and
tentacle, and combined them to make the tentacle.
Then, I used the Zerk and the Bar to make the monster's body. I combined
the characteristics of the eight shapes. I chose the chevron as the
monster's mouth and combined the other two shapes to make the mouth of
the monster. In order to show the monster's ferocity, I used the Drop
and the Badge to make the feeling of blood on the top of the teeth.
Body
Mouth
Then I used the overlapping and merging of several shapes to create the
eyes of the monster, then I used the pen function to add color to the
tentacles of the monster, and finally, I added some textures and
decorations to the body of the monster.
Task 2: - Composition Game Card Design
Sketch:
Here's my first version of the background and monster story, but I
didn't feel like the background had enough space in the front and
center views, so I revised my background sketch again.
Fig.1.1 First draft
Reference Board:
I went online and found a lot of design work to learn from, which was
the inspiration for the background and the monsters.
Fig1.2 Reference 1
Production process:
After that, using AI, I used the pen tool and layers to design the
scenery as foreground, mid-ground, and far-ground. Using the pen tool
to select the needed elements, I used a combination of PS to adjust
the colors of the individual components and the overall color.
Fig1.3
When designing my backgrounds, I learnt a lot about background
design. I chose the Monster Cottage in conjunction with my monster
story. I used different rock colours to differentiate between the
foreground and the midground, and in the foreground, the sense of
distance is represented by the near large and far small rivers.
Fig.1.4 Final background image
This is the background picture after adding the little monster:
Fig.1.5
This is the effect of adding Pokemon card:
Fig.1.6 Pokemon card (PNG)
Fig.1.7 Pokemon card (PDF)
Reflection
When completing this assignment, we learned how to use the tools in AI
to create monsters based on the vector graphics provided by the
professor. I think this assignment is very interesting. This is my first
time trying to use AI to create a specific image.
Practical 2
'The Show'Mural Competition
This weekend I took part in a mural competition at school with my
group, the theme of the competition was unity in diversity, so our
group chose the theme of world peace. The center of our picture was
the earth half of which was a peace sign and half of which was the
national flags of different countries. We fused the earth with the
body of a dove and on one half of it we drew some famous places of
interest in each country, such as the Great Wall, the Twin Towers,
cherry blossoms, etc. On the other side, we drew little people of
different colors, and underneath the picture, we lifted the earth
with the hands of different colors. Participating in this activity
taught us a lot about working together and developed our teamwork
skills.


































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