Friday 20 February 2015

Progress Presentation 3

I had my third progress presentation on February 5th, been meaning to document it for a while now but have finally got round to it. So as with the others, I shall go through my slides, followed by a review of the feedback I got from it.

I began with the usual brief intro to my project and then advanced upon this by discussing what I had been up to since the previous presentation. I explained how I had felt like the theoretical research was hampering me a lot and I had moved on to using practical research instead. I went on to describe the practical research process that I was undertaking: deconstructing key media examples from which I could gain qualitative data and then create a practical response based on the data gathered. I also explained that my main focus of this practical research had so far been on the game 'Evolve', but there were other avenues I wished to go down as part of my research (adaptation and interpretation in mythology and folklore and seeking an artistic style through looking at the IP of the company Games Workshop, Warhammer.


From there I delved deeper into my practical research and began this by describing my main focus, 'Evolve', assuming that my audience didn't know what the game was; I figured it would be safer this way, rather than not explaining things and running the risk of unnecessary confusion. My explanation of the game is more or less written on the slide below, so you can just read it off of that. Mind you, if you've been upkeeping with my blog, you'll know all about 'Evolve' anyway!


I was then able to go into the practical research I had conducted, starting with the deconstruction of the monsters from 'Evolve'. I explained that I had based a monster's success or failure on: the correlation between it's appearance and it's abilities; and if it was clear the role it played just through it's appearance. As you can see from the slide below, I gave each of the monsters a rating based on the criteria I had set out.


From the monster ratings, I was able to go on to expand further on my qualitative data that I gathered and sum up what, to me and according to my criteria, made for a successful/unsuccessful design in relation to the monsters' purpose in 'Evolve'. The data is shown in the slide below, so I won't bother typing it out again as it can be read from there.


With the qualitative data explained, I moved on to discussing my practical response to what I had found out: the Shepherd. The Shepherd was to be my monster creation, seeking to create a monster that would not only fit in with the other monsters style-wise, but also manage to tick all the right boxes and be a successful design. My description of the Shepherd and his abilities are on the slide below, so read there for the lo-down.


From the description to the actual practical work, I walked through my process of designing the Shepherd, starting with the silhouettes I had produced. Here I also explained that I like working with such a technique as it means it's very easy to distinguish which designs are working from those that are not.


From the silhouettes, I went on to explain the woes I had had trying to find images of the Carrion Birds from 'Evolve', instead having to resort to watching videos of people playing as the monster to take screenshots whenever they were on screen. From these shots I was then able to sketch out what I believed them to look like and with this information I could design the Shepherd in more detail.


My final slide on discussing the Shepherd shows the sketched designs I created based on the silhouettes I had done, as well as the Carrion Bird research to help influence them. I explained that each monster in 'Evolve' was part simian, part animal and I wanted to reflect this through my own designs. I went on to say that I had a particular preference for the designs on the right, but there were parts of the left hand designs that I was rather fond of and would be taking forward into my final designs.


Last, but not least, my very final slide discussed what my plans were with regards to continuing the project. All the information is, again, on the image below, so it can just be read from there. It;s interesting looking back at this list now and realising that I have indeed been working on these things. I have neglected the mythology and folklore section however, so this is something I would like to rectify and feel that I will be able to tie in with both the Games Workshop portfolio and looking way back at the designing of the dragons from the world of Harry Potter.


Reflection time! The feedback I received from the lecturers present at the presentation was, in general, very positive. My process of practical research was complimented, as was the practical work I had done. A couple of things I was given to think about were that my work might not include enough digital content as it stands; this I countered with explaining that my process would involve digital images and finalising traditional pieces by touching them up in Photoshop would be the end result. Another slight issue was the language that was being used, in that I should learn the more appropriate terminology for methods etc. to better communicate to my audience as to what it is I am aiming to achieve. This I feel I can mitigate by the fact that I will be spending plenty of time working out the creases of my wording in both my dissertation and my final presentation, so will be able to use the correct terminology there when it is most crucial. All in all, another successful presentation I feel and one that has given me a few things to ponder. Reflecting over it has also been useful in helping me clarify ideas in my head as to where I am going with the project. One more presentation before the final one, so hopefully i should have a decent amount of progression to show between this presentation and that one.


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