Friday, 18 May 2018

Semester 2: Body of Work

Today is the deadline for Semester 2, I have added my body of work below: my updated Learning Agreement, my Design Research 2 Essay and my Practical Work


Updated Learning Agreement



Name
Stephanie Russell
MA Course Title
Games Design
Status (F/T or P/T)
F/T
Date
11/05/2018
Version No.:
2
Brief explanation/ outline of project

The late 80’s through to the early 2000’s saw the vast popularity of the platforming mascot; the trend faded into obscurity for a while but has had a small resurgence in the last couple of years. In my Masters project, I aim to explore what qualities make a mascot character subjectively “good”, memorable and globally marketable – specifically in the context of video games.

Context / Rationale

For nearly two decades, the video game industry was abundant with mascot characters, primarily starring in platform games. A mascot is a character that represents a company or an intellectual property; they put a face to the values held by the creators, they are often forefront of marketing and advertising, and are much-loved icons globally. Knowing the global fondness of gaming mascots (ie. Sonic the Hedgehog, Crash Bandicoot, Super Mario etc.) I would like to explore their lasting appeal for a variety of cultures and age groups as well as the resurgence in popularity for the platform game genre.

Characters like Luigi (being an alternate palette of Mario without much of his own personality) are perhaps not very good, yet as consumers, we are forced to accept his presence in Nintendo’s marketing. Why be safe and stick to a tried and tested design formula? Is the idea of a secondary protagonist in a mascot-based game flawed in itself? What about other secondary protagonists, like Tails to Sonic, is he not only “accepted” but also a “good” character in his own right? What about the ‘family’ of a mascot character (you don’t have Mario on his own, he is recognised along with Princess Peach, Luigi, Bowser etc.) – what does this kind of growth mean to a mascot?

Mickey Mouse, as an earlier example, was originally a mischievous character but as he became the forefront of Disney’s marketing, he lost a lot of his personality – why? Is it not “acceptable” for mascot characters to have a personality that isn’t just happy-go-lucky?

What about Sonic? He initially had a backstory of being in a rock band and having a human girlfriend. This was stripped back in favour of the simple plot of saving animals from an evil scientist. His personality was centred on impatience, his early games were about speed and collecting Rings – over the years his character and the franchise have become more complex. Were these to the detriment of Sonic as a mascot character?
Key areas of Research / Key Activities

  • Review and analyse previous examples of successful mascots, both within the games industry and outside of it.
  • Gather opinions of people’s preferences for mascot characters.
  • Research the psychology behind what, fundamentally, makes a “good” mascot.
  • Research cultural differences between the East and West in terms of the types of characters that appeal to them – influences, design choices and marketing techniques.
  • Play and review games featuring mascot characters (or those with the potential to become mascots), both good and bad as well as older and more recent examples.
  • Research advertisement methods and trends in different parts of the world.
Intended outcomes of project tended outcomes of project

I would like to:

  • Figure out fundamentals/common characteristics among pre-existing mascots; use this to create character concepts of my own. (Semester 1)
  • Explore the ‘family’ of my mascot as well as key items and mannerisms associated with it. (Semester 2)
  • Explore promotional materials related to mascots. (Semester 2 / 3)
  • Place character in the context of a gaming environment. (Semester 3)
  • Take on the role of an art director, guiding people of other disciplines (eg. Level design, animation) through my vision for my character/s and game concept & prove the theories I have learned through my own practice and research. (Semester 3)



Essay


Personal Research Studies

In this section of the essay, I will discuss the methodologies of multiple practitioners that I have contacted and how they have influenced my practice, as well as detailing a visit I took to a local museum exhibition.

Bev Bush

The first person I spoke to was games design lecturer Bev Bush, who was previously an artist at Cosgrove Hall animation studio as well at Knutsford-based game studio Traveller’s Tales. The companies Bev has worked with have a strong representation of mascot characters, notably the likes of Danger Mouse, Crash Bandicoot and Sonic the Hedgehog; I therefore felt she would be very influential to my project. 

When discussing her artistic process, Bev told me that she likes to combine two contrasting things, whether that is tactile or simply opposing themes, she felt this was a way to create an original concept. It was a creative method I hadn’t really considered much beforehand; I found that it was especially helpful when working on character concepts as well as considering environments for my mascot character to travel through.

Another piece of advice I gained from Bev was to draw traditionally then take the art into a digital program. This is something I’ve experimented with and I find it’s a good way to create more organic poses, but Bev continues to work on her pieces by printing them and working into them traditionally, thus starting the cycle again, until she’s fully happy with a piece. This is something I’d like to try myself when creating a vertical slice of my game concept.


Rhoda Daly

The next person I spoke to was Rhoda Daly, who is also a games design tutor. Rhoda worked as a background artist at Traveller’s Tales alongside Bev, as well as partaking in an internship at Walt Disney Studios. Rhoda’s background with animation before working with games was something I looked up to in order to gain a different perspective on my own field, as mascots are a prominent part of animation as well as games.

When discussing her design process, she informed me that she starts with loose drawings without any research to start to place her vision. This is something I’m also keen on with my own work, I think the ability to create spontaneously and from one’s own imagination is important when it comes to creative work, but this should always be followed up with research to ensure the vision is as believable as possible.

Rhoda also discussed how her internship at Disney taught her to iterate and reiterate her work as well as making sure that every element of a design serves a purpose, whether that is character design, environment design or otherwise. Even the smallest aspects of a design are driven by narrative. This was a valuable lesson to me and it has made me a lot more considerate about the elements I choose to include in my designs.
                  
Shannon Patterson

Lastly I spoke with Shannon Patterson, a freelance artist from Ireland who does a lot of work for the Repeal the 8th campaign for abortion rights across Northern Ireland. She is also creating a book that teaches children about sectarianism and how they should co-operate and love one another regardless of their background or history.

The aspect of Shannon’s Repeal art I find the most intriguing is her use of vibrant colours, when I asked her about this she told me that she has started to go ‘vegan’ with skin colour, meaning that instead of using traditional skin colours she’ll use neon, bright and unrealistic colours to keep her art truly inclusive. This inclusivity is something I have implemented in my own design by using an animal mascot and the use of pigments that are completely unnatural in the real world; I feel it is much easier to relate to someone or something that isn’t grounded in reality.

Shannon and I also talked about her children’s book; I wanted to look into the designs of her protagonist characters and discover the depth of her design decisions. Like Rhoda, Shannon is another person that makes conscious choices with every aspect of a character’s design. For example, the female protagonist of her book is intentionally tall due to a lack of representation of tall girls in media and her shirt has a graphic of a monkey because of a nickname she was given by her father. I feel that this level of consideration is something that can also be applied to mascot design, especially since that kind of character is intended for use as a marketing tool.

Harris Museum Visit

I took a visit to the Harris Museum, where I first looked at the representation of mythological and historical figures in pottery and sculptures. I wanted to learn about the key elements that artists used to create a recognisable silhouette.


When looking at the piece Mozart Enfant by Louis Ernst Barrias, I was first attracted to the curls in his hair as well as the violin in his hands. It was immediately obvious to me who the subject was through this simple association. Another reason I found this piece appealing was the representation of Mozart as a child, where most of the art in the museum was centric on older subjects. I appreciated the energy and the implied curiosity in his posture; I found it very inspiring in terms of representing my characters in a more dynamic way and making their silhouettes more memorable.

Following this, I located an exhibition on the Preston Lamb, a mascot character used to represent the city of Preston. Preston is a city that is very proud of its heritage, the lamb was used as the administrative seal in the 1300’s and has been featured on the city’s coat of arms since the 50’s. The mascot is prominent on items such as school and football uniforms, as well as having a multitude of plush toys manufactured in his likeness. The plush toy wears a blue jumper with “Preston” written in yellow text, the colours yellow and blue have come to represent the city along with the lamb imagery. I’ve thought a lot about colour in the creation of my own mascot character, as well as the use of animals as mascots, I therefore found it intriguing that even the city I live in makes use of the same kinds of symbolism and iconography through mascot design.

Practitioner Lecture Series

This section of my essay will discuss the influence I have drawn from lectures given by various practitioners. I will discuss how their methodologies have given me a new perspective on my practice and made me think in new ways, as well as any similarities I share with them.

Sonic the Hedgehog Panel

The first lecture I sought inspiration from was “Classic Game Postmortem: Sonic the Hedgehog”, a panel hosted by Naoto Ohshima and Hirokazu Yasuhara, concept artist and level designer respectively on the first Sonic the Hedgehog game. The panel discussed the history of the first Sonic game and gave insight to the creation of the Sega mascot.

As the character was a direct influence for my Masters project, this lecture was bound to be full of inspiring elements for me. The first thing I learned from this lecture was that using an animal as a mascot character is a great way of conveying a message to every kind of person, regardless of ethnicity, age or gender since this kind of character is considered politically correct.

Sonic is a character that quintessentially represents Sega. The reason he does this is because of the considerations of his concept, from the use of Sega’s signature shade of blue to the depth of his personality based solely on the word “cool”. Designers created a mind-map of words related to Sega and a character was created from that. I discovered that it’s important for a character to have the depth and personality to back up the way they look – this was something I took forward into my own concept work.

Claire Norcross

Claire is a product lighting designer, while I didn’t find much relevance in her use of natural objects as a basis for art, I found a lot of her methods of research and creation inspiring. She is a person who believes a creation should not only look beautiful, but be functional as well.

The biggest thing I learned from Claire’s lecture was that it’s completely acceptable to ‘just make’ something if there is no other way to express an idea, especially if time begins to run short and there isn’t time for extensive research. There should always be some consideration for research, but it doesn’t need to be a lengthy process.

Like Claire, I also don’t like to spend too much time looking at other artists’ interpretations of a subject matter as it can eventually become distracting and take away from a person’s own original concept. At the end of her lecture, Claire stated that “it’s not something you do, it’s who you are”. This is something that I have referred back to for the duration of my practical work; having a personal identity is very important to me and Claire’s lecture helped solidify the confidence I have in my own work. 

Ben Tallon

The next practitioner I was inspired by was illustrator, Ben Tallon. His lecture discussed ‘strokes of luck’ in creative industries and the importance of the connections a person makes in their career, particularly people with different skill sets and world view to oneself.

Ben began by discussing the subjective nature of creative industries, this goes just as much for game design as it does for illustration. It’s because of this that the individuality of a person is so important and that a person’s own strokes of luck, both good and bad, should be used to reflect a personal view on the world.

Ben also stated the significance of returning to, and trying out new, disciplines. Sharing what you think a client would want to see is restrictive and having a broader understanding of skills outside of your own industry can help you to imprint your own standpoint on things.

Claire Williams

Claire Williams is a wallpaper designer and teacher. Her lecture discussed how intelligence is often disregarded when specialising in art-based industries and how she adapts to unexpected changes that occur in her field.

Claire stated that she chooses not to focus on trends when creating her own wallpapers as it gives her work a unique flavour and a sense of timelessness compared to other work, another reason for this is the quick workflow required to keep up with ever-changing trends. This is something I relate to, I much prefer to create my own content regardless of what is popular - though, like Claire, I don’t do this without research into current trends in my field.

Another valuable note I took from Claire’s lecture was that you should be open to things going differently to how you expect them to. I find that I’m often set in my ways and am caught by surprise when my plans suddenly change or something doesn’t work out as intended. After hearing this from Claire I noticed myself putting more consideration into the positives of change.


Peter Peake

The final practitioner I have chosen to discuss is Peter Peake, an animator from Aardman.  I had less in common with Peter than I did with other practitioners, but I found a lot of his methodologies interesting and would consider using them in my own work. His lecture used an advert for Australian outlet store, Myer, as a case study. He also discussed a brief history of the work he has done at Aardman.

When talking about personal projects like Humdrum, Peter explained that he is a tactile person that likes to mix techniques. I have always found mixed media interesting as a concept but have never experimented with it; Peter’s lecture inspired me to investigate this some more and it is something I’d like to put to use in future work, whether as part of my practice or something else.

Peter is also unlike me in that he doesn’t like extensive research. I get a lot of inspiration from looking at real life in particular; I also have a general keen sense of curiosity and for learning new things. However, I don’t tend to research much without first testing ideas from my head on paper – this spontaneous nature is something I have in common with Peter.



Research Reflection

In conclusion, I have learned a lot of things from a variety of unexpected places, all of which has been beneficial to my practical work. Writing this essay has taught me the importance of networking and observing the methodologies of other artists and creators. I used to observe artists from a distance but now I feel that I’d be much more willing to ask questions and to learn by performing more studies of other artists’ work.

After talking to practitioners and attending lectures I have noticed improvements and changes to how I produce my practical work, from small things such as the use of colour through to completely different methods of gathering research. I find that books and other media can teach a lot but there are some things that can only be taught through industry experience, by speaking to people and making geographical connections.

Bev taught me to combine contrasting ideas, which I have found helpful for character and environment concepting. Both Rhoda and Shannon stated the importance of making sure every element of a design tells a story and serves a purpose, as a result I’m now much more conscious of the choices I make in character design; while my visit to the Harris Museum instilled the importance of distinct and dynamic silhouettes which has helped me to create more memorable characters. From Naoto Ohshima and Hirokazu Yasuhara in the Sonic panel, I learned the importance of designing a character around a key word or concept, and to represent that in the character’s personality as well as just in their looks; this became apparent as I designed my mascot character. Claire Norcross and Ben both imparted the importance of personal identity in work and having your own story to tell through your work which has improved my confidence in art exponentially; Claire Williams taught me to adapt to change and that I should always be conscious of trends even if I don’t choose to pursue them, and lastly Peter taught me that it’s acceptable to be spontaneous with concepts, whether this is followed up by extensive research or not.

I feel that the techniques I’ve learned and experience I’ve gained from these practitioners and visits has helped me to grow as a creative person. It has also allowed me to express my own identity through my art in ways I might not have expected, such as by observing industries as far detached from my own as wallpaper and product lighting.

*images and bibliographies in actual essay document*


Practical Work


1. Environment thumbnails (see this post for more)




2. Game design document (see this post)

3. Damsel in Distress (see this post)



















4. Antagonist (see this post and this post)


5. Poster (see this post)



*Sections 1. and 2. were only done in part due to focusing on the protagonist's game family. 

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