Here is my landscape concept, Tree of Prayers. Description of the tree is in a previous post. As i dont like ding landscapes, this turned out ok. Still not happy with it though!
Thursday, 9 May 2013
BA6 - CALEB
Here is my concept work for Caleb. again, im not happy with my concept work for Caleb. So many things are off with him.
main costume- front and back.
Face concept
Head - front, back and side
BA6 - AMELIA
This is my concept work for Amelia. Not completely happy with my over all work this term to be honest. I know i can produce better but i guess this term iv been off my game.
Casual costume - back and front
head concept.
head - front, back and side.
BA6 - ORIN
Here is my concept work for Orin. I dont usually do creatures, so for that they turned out ok.
Here is a dead design on Orin
Side, front and back view.
height comparisons and a Wolf Saddle! (of my own design)
BA6 - Silent Hill 2
Analyzing Silent Hill 2
The Silent hill franchise was published by Konami, Silent hill 2 being released in 2006 on the PS2. Silent Hill 2 is a survival horror game that is disturbing, gory, uncomfortable, scary and puzzling to play, view and hear. You begin to discover the plot and pretext to the story as it unfolds, but as there is much symbolism in the game that is rather unclear to you, a lot of the game is up to interpretation.
Entertainment
Silent Hill 2 is certainly entertaining, even though you are on the edge most of the time. Nothing is handed to you in the game of how to play, where to go or how to do things. So, there is pressure on you to figure out where to go and what to do which can be frustrating - especially at the beginning when you enter Silent Hill. At the beginning, there is some narrative that gives you an understanding of your character James, a little pretext and your objective. Your dead wife sends you a letter, so you go to Silent Hill to try to find her. The music already sets in and immediately sets the tone for everything you do. At the very start when you are in the toilets, there is this eerie, dark, mysterious music playing when James talks to himself. You then go outside and he starts to talk about the letter from his dead wife, where the music changes into a happier, thoughtful tune. This only lasts for that section of dialogue as he reminisces on his marriage and his late wife. The music goes back to the first dark, eerie piece of music. Through out, the music changes and even stops to match with whats happening and what tone the creators wanted to set - everything about this game is atmospheric and to enforce a certain unnatural, dark and disturbing feeling. Through the game there are various monsters which do seem to be disturbing manifestations of the real world. For example, the first creature you confront which is in the street resembles that of a dead human corpse. In the street there are a couple of dead bodies, and the monsters could resemble people normally walking around a bustling town. Another example is when you enter the first apartment building of the game and you first gain your flashlight, there is a creature there that had legs for both top half and bottom half of the body. In that room, it appears to be a sewing room where there are deconstructed mannequins resembling the construction of the creature.
Ethics
There are moral principles and ideas given in the game, about committing various drastic and violent actions, their effect on the individual carrying out the actions and the players own personal feelings towards the individual. For example, Angela killed her father after years of abuse from him. Her guilt from what she has done, this part of her psyche manifests itself into a monster. The player can sympathies with Angela and feel that her action for killing her father was justified. Whist others can say she still killed someone so she deserves to be tormented. Another example is Eddie. He was verbally abused all his life for his size and eventually killed a dog and shot the owner of the dog in the leg. He then went to Silent Hill to escape, but in Silent Hill he has killed some people and has clearly snapped; Eddie refuses anyone to mock him again and becomes hostile. Players could sympathies saying he is mentally unwell and he was bullied all his life. Whilst other players could say he has snapped and killed innocent people; he has become a monster himself. Throughout the game, and finally realizing what James has done, it is the players individual moral perception of what is right, what is wrong and what is justified.
Social Responsibility
As the player, you can act independently and not have your decisions in the game influenced by authorization and society. You explore the town and you choose where you want to go - where there are multiple paths to choose and places to investigate. You can then go on to make your own decision about the situation with the information you gather that is not influenced by external factors in the game world.
Realism
As it is a PS2 game the graphics are not hugely high and realistic looking, but its as realistic as it can be - it is not cartoony or stylized. The human figures are meant to resemble real humans, the buildings to resemble real looking buildings, cars to resemble actual cars etc. The only things that are not realistic are the monsters and the Otherworld. The monsters in the game do not exist in the real world, nor does the Otherworld.
Social Realism
There aren't any statements, influences or points to class, society or any political agenda for you to relate to or question. The main story has a lot of symbolism about the natural human mind and the idea of physical manifestation of the psyche, which has nothing to do with society (real world or game world).
Tuesday, 7 May 2013
BA6 - cultural context, Fuaran
Fuaran means spring, green spot in Gaelic. The Fuaran Lands covers the Mid-West of the land, just touching up to the black forest and the Land of the Wolf-Men. The Fuaran Lands are a rich and lush area, with a mixture of flat lands, woodland areas, swampy areas and snowy areas. The people of the Fuaran Lands are called Drunes, and high spiritualists are called Druids. Drids have psychic abilities like a fortune teller, and keep the practice of the Druids throughout the land. They also act as advisers for leaders and their people. They believe in working with the land, praying to elemental Gods of the land, not the actual original Gods. The people are big spiritualists and practice pagen magic. It is the only area that practices this old magic and all Druids in the land go to Fuaran to train and learn. Their lifestyle, ideas, believes and practices are different from that of the the rest of the land, and are seen as a dying race/practice.
Friday, 3 May 2013
BA6 - CS work
I know know what to write for my CS essay! And the title is- Dear Esther and Silent Hill 2: Looking at two different games to see how they portray elements of the human psyche.
I will be looking at Dear Esther and Silent Hill 2, giving my own analysis of the games, then comparing and contrasting their features paying close attention to how the game affects the player. The two games are very different, but both very interesting. It is a 2000 word essay but i have already got 1/4 done with the work i have previously done on Dear Esther (which is in a previous post) so hopefully it shouldn't take too long to do!
I will be looking at Dear Esther and Silent Hill 2, giving my own analysis of the games, then comparing and contrasting their features paying close attention to how the game affects the player. The two games are very different, but both very interesting. It is a 2000 word essay but i have already got 1/4 done with the work i have previously done on Dear Esther (which is in a previous post) so hopefully it shouldn't take too long to do!
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