Wednesday, May 25, 2011

Cover that up, missy!



Skip to the last quarter:


Today I’ll be posting something a bit different from usual. I want to say a few things about Irrational Games’ upcoming game Bioshock Infinite. Overall, this game looks very skilfully constructed; flavourful locations, and characters full of personality and texture. Then we have this woman, Elizabeth, who plays the female sidekick. Im horrified at this woman’s appearance! Her design, while possibly appropriate for a different game, does not fit with the rest of the world. I’ve listed off my major problems in the accompanying picture, as well as a minimalist solution.
Regardless of her role in the story, superficially, she’s sending a lot of mixed messages. Firstly, if you’ve heard her voice, (follow the youtube link and skip to the end) it’s very husky, for a young woman; That would imply maturity. In my opinion everything the voice actress sells the intended personality of the character the best. Consider Elizabeth’s face- how old does it look, in the context of a realistic world? And then there’s her assets. In the link I’ve included, her breasts actually get MORE screen time then her face! This...display confuses me. Is she a competent, complex ally? A naive shut-in, or a Halloween whore?
In a recent preview on IGN, Irrational Games mention decision making in moral grey areas, mature themes and a push to hit mature audiences. I don’t understand why they would need to squeeze sex appeal into it so clumsily, especially considering they didn’t need to for previous successes like Bioshock. Moreover this appears to be the only female character shown in the entire game!
The changes I have proposed hopefully keep in mind the ease of changing a character that so far into production. For example, I have not modified any part of the body that would influence the follow-through animation on the cloth. I would like to think the feel of the character is less confusing, and pushes it more towards “ competent ally” while maintaining most aspects of the original design. The head and eyes would be more difficult, since they animates so differently, and so often.
The likelihood of these changes being implemented are slim, considering footage has already been released in a polished, publicised way. So even if the studio was made aware of these concerns, I doubt they would make the changes.
So yes. In conclusion, the current design of Elizabeth does not fit within the feel of the rest of the game.

Gee, writing blog posts is a lot like writing essays...

Monday, April 25, 2011

Life Drawing Dump


This is the last portfolio I handed in for second year. I'm still not at all happy with where I am, but I'll work on concepts over the summer and get to extra-life whenever I can to try and fix that.

Tuesday, April 12, 2011

Squid Gal




Charicatured a friend from school. We've had this squid theme going on for a while, so a pic like this was bound to happen.

Wednesday, March 30, 2011

Creature Thinger


I

I thought I'd do some creature design, since we had a similar assignment coming up in Lifedrawing class. I didn't use it, but it was fun to do, and useful, since i hadnt done anything like it before. something ive been considering latley is breaking out of what i usually do and experimenting with things i havnt tried before. at the same time, id like to, erm, do the opposite and find a system to produce quality stuff more quickley. Kind of an opposing set of goals, but I'm hoping the contrast might help me grasp them faster.

Thursday, March 17, 2011

Muzzel lip synch

I had a week to do this for school. It was a rewarding experment!

Sunday, March 6, 2011

Needs more Cowbell...

Reading week is over! I spent it back home, doing far less homework than i should have been. I got re-aquainted with my pencil crayons, which are still one of my favorite mediums. of course, i went right for the harder materials- I'm not sure if i like the final result of this; further experimentation is definitley required.

I watched the special features of the collectors edition of Avatar. I particularley enjoyed how Cameron gave credit to all of his team, and his attention to realism in his fantasy setting. even if i didnt like the films story, I can appreciate its creation.

I also made a flour sack! i was having trouble with some major principals of drawing, so I thought the
best way to overcome it would be to draw straight from the source. I'm not the best sewer, but I think it'll serve its purpose. Like usual, I'm going to try and post more, more often.