Rough final Animation for Authorial Project
Three Goblin Art

Janaina Medeiros
Xuebing Du
trying on a metaphor
let's talk about Bridgerton tea, my ask is open
h
he wasn't even looking at me and he found me

if i look back, i am lost
ojovivo
Sade Olutola

blake kathryn
Stranger Things
d e v o n
occasionally subtle
we're not kids anymore.
Acquired Stardust
Cosmic Funnies

â
seen from Japan

seen from TĂźrkiye
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Rough final Animation for Authorial Project

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Exhibition Review
Exhibition Review: Pop-up Isle of Dogs Wes Anderson Exhibition
 As a pop up exhibition of the sets of a film by Wes Anderson, a producer of great cult classic films, my first experience of it was my dismay at the que snaking itâs way around the side of Studio X, where the event was held over the period of a week or so up until the 9th of April, and down to the end of the street adjacent at around 2pm in the afternoon on a Saturday. Nevertheless, we returned the next morning just before opening time prepared with snacks and prior warning of the busyness and queued an hour and a half before making it into the exhibition hall, where we waited another 10 minutes before actually making it to the exhibition space itself. Luckily, I can say the wait was fully worth the effort. On entering the exhibition, you step into a noodle bar [Fig 2] created in the exact image of the once shown in the film, complete with servers dressed in the baseball getup of the Megasaki Dragons little league team bringing bowls of ramen to tables. At the end of the room the actual set of this seen is available to view, making the attention to detail which can be seen when comparing the setâs likeness to the pop-up noodle bar even more impressive.
[Fig 1 â Megasaki City model]
We then moved into the main hall where the majority of the sets on exhibition could be viewed. The room was darkened and so as you enter the most striking visual is dead centre, where the huge model of Megasaki city [Fig.1] is available to view, with lights blinking and complete with tiny food caravans and trees in the scenery of the foreground. Â One of the best aspects of how the exhibition was set up is the amount of space around each set meant you could get around and see them from so many angles, allowing you to see all the intricate details, from posters to the details of what was in a pile of litter or high-tech computer models complete with blinking lights. This and the fact that although there was a line taped off a couple of feet around each model which you could not step across (for obvious reasons) you could still get impressively close to the models and really be able to see what was going on up close, as well as take brilliant pictures of the sets. Itâs only drawback in this respect was that as it was a time limited pop-up exhibition, the popularity and thus busyness of the exhibition meant that viewers could not take as much time as they would like to truly take in the sets and it could often be difficult to get close due to the sheer amount of people surrounding some of the sets.
[Fig 2 â Isle of Dogs Exhibition Noodle Bar]
[Fig. 3 Â - Isle of Dogs Noodle bar set]
There didnât seem to be any specific narrative order to how the sets were placed, they seemed to be more put into consideration as to where the larger sets would fit in, and then the rest was worked around that. In some respects, this made the exhibition slightly disjointed but the sets themselves made up for this as the visuals of each set were so individually striking that they easily remind the viewer of the scene that took place in them simply via visual cues of structures, colours and model placement. Instead of telling a direct linear narrative, I thing the curators were trying to create a sense of place with how they formed the exhibition. From the looming Koboyashi faces, often graffitied with âAtatri livesâ or Pro-Dogâ plastered to the walls of the venue that you gaze at as you wait, to the Japanese style murals on the walls where you que inside and of course to the construction of the noodle bar [Fig 2] itself, all these things give a sense of walking into Wes Andersonâs fantasy world of âIsle of Dogsâ. The Curators bring us to Megasaki and Trash Island on our journey into the exhibition, but upon entering the main hall we are faced with nothing but the well-lit sets of the film to tell their story through the work itself. They give a set up to mimic the atmosphere and overall feeling of the film but then strip this all back when viewing the sets themselves, so they can be appreciated without interruption, and purely speak for themselves as art pieces. [fig 4]
[Fig. 4 â Atariâs plane crash site]
Talking Heads, Publication outcome
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Trouble in Paradise - Bee hive
final product

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Photo Essay brainstorming and notes
on Stress as a student
Photo Essay - CHS
Location Drawing - Independant
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CHS - Animation Analysis
Animation analysis
[Fig.1 â still from Kubo and the two strings] https://www.youtube.com/watch?v=qO1y6CEeV_8
Kubo and the Two Strings has a distinctive animation style that lends itself to the visual and emotional engagement of the viewer. Itâs approach to stop-motion animation almost has the feel of a 3D computer animated film because the realistic, clean movement of objects and characters within the scenes and realistic facial expressions that lend themselves to believability of this world as living and breathing, and not merely the set of still modelâs that it begins life as. Details in the set design with location appropriate details and design in given environments and costumes that draw from existing traditional clothing from eastern history give the film its own distinctive and recognisable visual style that is consistent throughout the story and makes us believe in the world in which this story is being told. Arguably this fits more towards the âcinematic idealâ of reflecting physical reality, however the distinctive cartoonish style and designing of characters stops this film from being too close of an absolute reflection of the real word. The film is aware of how itâs use of lighting and colour invoke different feelings within the viewer due to the symbolic association of certain colours like red and green to symbolise danger and foreboding versus bright colours like blue and yellow that tend to invoke a lighter, calmer feeling. A particular example can be seen in how the hair of Kubo and fur of Monkey is made using real hair brushed with silicone to help emulate how hair and fur would move in real life. Yet the end product although reminiscent of real hair and fur in how it moves, is still distinctly visually different to how hair truly looks and feels. It coordinated with the films overall visual style: relating to reality but not trying to look distinctly like it. We as an audience are aware that the nature of stop motion animation means everything we are seeing is visually manipulated and not exactly true to life. This ability to mimic movement and reality is used to bring a narrative and story to life that is giving us a message and meaning to take away; told to us via these visual cues of light, colour, sound and environment/character design, the film uses itâs parallels to reality and known visual cues or symbolism to give us a metaphysical reality. The meaning and narrative being told via these visuals that in some ways mimic the cinematic ideal are much more important than the visuals being completely lifelike themselves.
Trouble in Paradise
Initial notes and ideas
Trouble in Paradise
CHS - Essay
Select one or two examples of narrative artwork that include elements of interactivity. Which of Marie Laure Ryanâs types of narrative immersion do these narratives aim to create and how do their interactive elements contribute to or work against immersion?
Both âThe Stanley Parableâ and âThe Sims 4â are vastly popular games in their own right; which thousands of players have partaken in due to their potential for both narrative and play. Whilst âThe Simsâ is an open, more traditionally sandbox or âludicâ game in which the player can build and control the lives of their sims; creating their own narrative as they go, âThe Stanley Parableâ is a seemingly more closed, ânarrativeâ game, which would traditionally follow a more linear structure; yet in many ways may be an exception to this format and âattempts to find a new form of storytellingâ (MacDonald, 2013) as the creators challenge our preconceptions of what a linear videogame should be. Through the different ways in which these games allow the player to interact and influence the narrative, they aim to create (to varying degrees) immersion, which we will identify via Marie-Laure Ryanâs four types outlined in âA Journal of Narrative Studiesâ (2009), and then assess how effectively they are produced.
Spatial immersion, Ryan states, âIs the easiest to achieveâ (p.54, 2009), as almost all modern videogames, even those with more basic setups and cheaper production, can produce a believable, immersive world in which the player can move around if they can âconvince⌠[them] that the space is authentic.â (Stuart, 2010). In âThe Simsâ this is achieved through the vast scope of the world and its content. A player can spend hours designing the home of their sims down to the smallest, most insignificant detail of a toilet roll holder, or the colour of the flowers in their window box. The interactivity of this worldbuilding further immerses the player  with a âsense of being able to make meaningful actionsâ (Mateas, Stern, p.29, 2006) allowing the player to tailor the world to suite them and thus making them want to invest time in this creative process; creating ludic immersion, through âdeep absorption in the performance of a taskâ (Ryan, p.54, 2009).  In âThe Stanley Parableâ, the detail of the world is to a believable standard and âdealing in a familiar environment also allows players to comfortably make assumptions about⌠blank spaces without being pulled out of the worldâ (Madigan, 2012.), the detail in world is less needed because there is so much less avatar interaction with it and itâs objects themselves compared to the Sims. Instead the world in âThe Stanley Parableâ is more of a support to the narrative; creating further intrigue with a seemingly mundane office environment that contrasts to the increasing sense of unease driven by the gameâs narration. Yet this environment still integral to the story, as itâs slow evolution into twisted versions of itself or the way in which it opens up into a different place entirely within this seemingly banal space echoes the sharp twists and turns of the narrative and gives depth to the gameâs atmosphere which immerses the player into this strange, unpredictable world. It seems explorable and open at first glance, yet as you progress with the story you learn that it is merely a vehicle through which you may wile away your time, believing you, the player, are in charge, until eventually you discover yourself trapped in one of many narrative arcs, as the game âmocks the illusion of choiceâ (MacDonald, 2013) that it initially provides you with. In fact, one of the many endings takes this one steps further, dropping you into an environment identical to âMinecraftâ a vastly popular exploratory sandbox game; in which virtually all of the immersion is spatial, before the narrator announces, âOh no, no, no, this is far more open ended than I had in mind, Iâm looking for something more narrow, something that makes you feel utterly irrelevant.â (Wreden, 2013) and subsequently dropping you into portal, a popular linear structured game where the aim is to eventually escape the seemingly omniscient voice which narrates your journey and is keeping you trapped in the facility where the game takes place. âThe Stanley Parableâ shows itself to be extremely self-aware utilising itâs more limited spatial immersion to further itâs narrative; making âa joke at the players expense, a commentary on choice and consequenceâ (MacDonald, 2013) but only spatially immersive up to a certain point. The Sims on the other hand, with itâs vast interactivity with itâs world, relies much more on spatial immersion to engage the player, âitâs open, âsandboxâ structureâ supports âa much wider range of make-believeâ (Murrey, 117, 1997), and immerses through play.
Epistemic immersion is far less prominent in âThe Simsâ as itâs gameplay is much less reliant on narrative and thus the need for the effect of any past to create narrative is minimal. Its structure is based on how the âstory emerges through gameplayâ (Games as Literature, 2015), the players actions and choices are what shape any potential stories, not pre-existing, embedded narrative; and âas the world passes from one state to another, a story is createdâ (Ryan, p.52, 2009). The Stanley Parable however begins with the simple premise of Stanleyâs co-workers all disappearing, and the very way in which gameplay is initiated is through the of this phenomenon; as Ryan describes âembedded in an interactive game world, in which the player enacts the narrative of investigator.â (p.55, 2009). The use of this creates epistemic immersion as the playerâs curiosity is piqued and we are driven to discover what caused this world state; giving a âfeeling of being taken up into the narrative worldâ (Matea, Stern, p.29, 2006). This combined with the visual of the environment we are given to explore spatially is what gives âThe Stanley Parableâ that initial sense of freedom which mimics more open-world games, and at the same time melds with the gameâs less immediately obvious narrative focus to give a sense of intrigue that immerses us further. âNot knowing what youâre supposed to be doing is the default stateâ (Scharr, 2013), but this alone would not be able to hold the playerâs interest indefinitely and so is perhaps not the key form of immersion which the designers were aiming to create with âThe Stanley Parableâ, and not at all with the much more present-focused âThe Simsâ.
Temporal immersion is much more significant to âThe Stanley parable, but maybe less so to âThe Simsâ. As well as spatial immersion through exploring and interacting with the large, constructed world within âThe Simsâ, the nature of the gameâs interactivity as much more play-based may lean slightly towards temporal immersion. The structure of the game itself encourages building and furtherment of the story through interaction, and part of the thrill is watching the relationships and lives of your sims develop. But this is still limited, as although there are a large array of interactions and combinations of choices that can lead to different life states for your sims, it is âthe player that can determine their path through their choice of actionâ but because of this structure, âthe uncertainly is lostâ (Ryan, p.55, 2009) and thus, not very surprising or suspenseful. The game âsparks interest by occasionally taking control away from the player in order to stage pre-scripted scenarios that create unexpected turns of eventsâ (Ryan, p.53, 2009); for example,
[Fig 1, Sims alien baby(2012)]
 a male sim being abducts by aliens and returning pregnant, or even something as simple as a house fire spontaneously starting; with the potential to destroy everything that has been so lovingly created by the player. These pre-scripted events do create suspense then and so some limited temporal immersion in the game, and in a way very similar to how âThe Stanley Parableâ is structured. However, in general the course of events in âThe Simsâ is determined by the player rather than by divine intervention. Conversely, in âThe Stanley Parableâ the playerâs experience and likely investment in playing the game is largely driven by temporal immersion, as âcuriosity, surprise and suspenseâ (Ryan, p.55, 2009) are rife within the gameâs elusive narrative. This is partially due to the fact that although the game technically falls under a more âlinearâ structure, it is very unlike many of itâs peers. It is âtold not through one linear story, but through many instead. Branching paths that twists the illusion of control the game tries so hard to give usâ (MacDonald, 2013)  it disobeys the structure of Kloppâs quest/story framework, as although the initial âheroicâ questline is there within the game if you follow the narrators instructions, you are also at perfect liberty not to: âwhether or not you obey the narrator is entirely within the players controlâ (Scharr, 2013) and every decision you make unveils yet more surprises. The game keeps the player within itâs grip because you cannot determine what is going to happen next. âEverything is a set pathâ (MacDonald, 2013) and yet despite this seemingly linear structure, which Ryan would argue is for âsingle traversal, since the story does not renew itselfâ (p.51, 2009) there is far more suspense and surprise than the seemingly endless, yet quickly repetitive actions and foreseeable consequences seen within âThe Simsâ. âThe Stanley Parableâ takes a game format that could be criticised for being narrow and unimaginative and instead seems to evolve and change as you progress through the story; unlike what Ryan argues, no playthrough is the same. The game immerses ludically in how it provides âdeep absorptionâ in the task of navigating the world to reveal more story which brings ânarrative immersionâ via âan engagement of the imagination in the construction and contemplation of a story world.â (Ryan, p.54, 2009). However, this is still limited in that there are a finite number of scripted actions and endings, once they have all been discovered there is no more surprise or suspense held over the player and thus no temporal immersion. Once this state has been reached then the game becomes less replayable; whereas âThe Simsâ, although perhaps for the most part lacking in temporal immersion due to the nature of itâs interactivity, is immersive for longer due to itâs replayability with a none-linear, mostly spatial immersion.
The final type of immersion, emotional, is demonstrated by both games to a degree. Ryan states that âit is by mentally simulating the situation of others⌠that we feel joy, pity or sadness for themâ (p.56, 2009), and in âThe Simsâ and âThe Stanley Parableâ the way in which we interact with the games both narratively and through gameplay can give us some relatability to the characters that we are controlling or playing as.  âThe Simsâ could be seen to be aiming to create emotional immersion by appealing with a ânarrative of a standard borgeouise bildungsroman⌠in which material success and a happy family life are the reward for reliabilityâ (Murrey, 117, 1997) i.e: appealing to what many people strive for, stability, success and family; it could be argued that the immersion that âThe Simsâ is trying to achieve is via the player living vicariously of sorts, through their sims â living out their dream life. However, this may not equate to the players relation to their character and rather, reflect the emotions more commonly seen felt when playing games; which âare overwhelmingly self-directed onesâ (Ryan, p.56. 2009). These are feelings of achievement of accomplishing something through the game, rather than empathising with a character. Similarly, âThe Stanley Parableâ could be argued to invoke emotional immersion: through witnessing Stanleyâs various unfortunate fates, the player could feel pity, yet many would still pursue a course of action that would mean a grisly or hopeless end for Stanley,
[Fig 2, Stanley Parable insanity ending(2013)]
 if it meant potentially furthering their progress or gaining achievement within the game. This showcases emotional involvement through âludic interestâ which âregards [the character] as a means to an endâ rather than ânarrative interestâ, which âregards characters as personsâ (Ryan, p.56, 2009). This is mirrored in how many players of the Sims would deliberately drown their sims in the pool, for entertainment: here arguably, there can be no emotional attachment to characters in either game. But on the other hand, as âThe Stanley Parableâ progresses, and the game ventures into more philosophical topics via the monologue of the ever-present narrator, an emotional response is often felt to topics raised. In the confusion ending,
[Fig 3, Stanley Parable â Confusion Ending(2013)]
 where rounds of future playthrough and events are written on the wall of the room you are trapped in, your narrator queries disbelievingly âIs this how it really goes? Itâs all determined?â (Wenden, 2013) we feel pity for both the narrator and Stanley being stuck in this cycle, and are simultaneously left to question the ideas the narrator raises in a far greater, philosophical sense. This can definitely produce varied emotions for the player, but which are debatable as to whether they are immersive or not as arguably this thought-provoking nature of the content may pull a player out of the game story itself. âThe Stanley Parableâ is an interesting mix of ludic and narrative elements that sometimes do and sometimes donât evoke emotional immersion, depending on the situation. Likewise, in the Sims, one playthrough you may spend time and effort on the characters and the world they inhabit, and form an emotional attachment and another you may murder them by some nefarious means
[Fig 4, Sims - drowned in pool(2012)]
 just because you can; emotional attachment is down to the player themselves as well as the emotional immersion the game may attempt to draw them in with. Both Games are successful at creating emotional immersion to a degree, it just isnât the main focal point for immersion in âThe Stanley Parableâ and âThe Simsâ.
Both âThe Simsâ and âThe Stanley Parableâ display all of the four types of immersion to some degree, but each has one or two that have much more emphasis than the others as this would have been the type of immersion the game was specifically designed to create, or rather, was the type of immersion that fit best to that specific mode of gameplay. The Sims relies heavily on spatial immersion to draw in the player, utilising the breadth and depth of itâs world building to create a landscape that the player wants to explore and interact with, as âgames that seek to deliver emergent experience allow us to make our own story from our own ideas and actions within this arena that the gameâs creator has provided usâ. In contrast âThe Stanley Parable doesnât us spatial as much as its primary source of immersion as it has more of a seemingly free yet in fact limiting world in which it exists, that pushes and pulls you towards different storylines by opening and closing different areas of the map seemingly on a whim. It could be argued âthe focus on narrativity tends to minimise the role of gameplayâ (Bjork, Holpainen, p.422, 2006) and this is true to an extent with the Stanley Parableâ but spatial immersion still plays a role in advancing the gameplay through narrative via exploration, and thus still plays a fairly significant and effective role in this game. Epistemic immersion is not conducive to the format of the Sims as a game, and so is not really present, on the other hand in the âStanley Parableâ epistemic immersion plays a large role in prompting the player into an investigation, alongside temporal immersion: the type which is most emphasised by the âStanley Parableâsâ more narrative style as it successfully builds suspense with its unpredictable narrative which refuses to follow a linear structure. In the Sims temporal immersion is only there to a slight degree, as there is much less potential for surprise and suspense in ludic gameplay than there is in the more narratively driven âStanley Parableâ; in fact the only times in which âThe Simsâs temporal immersion is effective is within it's rare, pre-scripted events that mirror the more narrative style of game. As for emotional immersion, both games undoubtedly have moments which could be seen as emotional, but whether they successfully engage the player is less certain as both these games donât quite have the linear character-driven style in which this sort of immersion is most effective.
âThe Simsâ sole focus on mainly spatial immersion could be seen as negative and the absence of narrative giving the player a feeling of âlack of closure to their outputâ (Ryan, p.52, 2009), but it works well with the gameâs sandbox format; allowing the player to either have continuous, personally crafted narratives, or to simply play, as why should âthey start from the assumption that play must serve something which is not playâ (Huizinga, p.2, 1949). âThe Stanley Parableâs melding of all four forms of immersion; with particular focus on epistemic and temporal leans away from the emotionally driven systems of itâs peer âlinearâ games, whoâs dialogue, Ryan describes as âselecting an item from a list of utterancesâ (p.49, 2009). Instead itâs almost sandbox-like illusion gives a sense of exploration to the player, that accompanies the suspense driven narrative into a truly thrilling unpredictable compilation of events which fully immerses the player; even if it does leave us âquestioning what the point of choice is at all in a system where every premutation is laid out for youâ (MacDonald, 2013).
      Bibliography
 Bjork, S., Holopainen, J. (2006) âGame and Design Patternsâ, in Salen,K., Zimmerman,E. The Game Design Reader: A Rules of Play Anthology. Cambridge, Massachusetts: The MIT Press, pp.422.
Fig 1: Unknown, Sims â alien baby,(2012) [online] available at http://www.fanpop.com/clubs/the-sims-2/answers/show/279396/what-happens-u-abducted-aliens-ur-sims-ever-come-back-how-can-u-abducted-aliens , Accessed 15/1/18
Fig 2: Unknown, Stanley Parable- insane ending,(2013) [online] available at: https://steamuserimages-a.akamaihd.net/ugc/884127381004717892/AE322788BD0AC351A0EA822942A1578FBF8D418B/ Accessed 15/1/18
Fig 3: Unknown, Stanley Parable â confusion ending,(2013) [online] available at: https://i.ytimg.com/vi/5W5WkQXENyQ/maxresdefault.jpg Accessed 15/1/18
Fig 4: LeJaque. Y, Sims â drowning,(2012) [online] available at: https://kotaku.com/it-only-took-me-an-hour-to-drown-my-sims-in-their-new-p-1654618761 Accessed: 15/1/18
Galactic CafĂŠ., Wreden, D. (2013) The Stanley Parable. [Videogame]. Galactic CafĂŠ.
Games as Literature. (2015) Games as Lit. 101 â Emergent Narrative. [Online] Available at: https://www.youtube.com/watch?v=_tvvgRvxbWI&feature=youtu.be Accessed: 13/1/18
Huizinga, J. (1949) Homo Ludens. London: Routledge
MacDonald, K. (2013) IGN- The Stanley Parable Review. [Online] Available at: http://uk.ign.com/articles/2013/10/18/the-stanley-parable-review Accessed: 13/1/18
Madigan, J. (2012) Psychology Today â The Psychology of Videogame Immersion. [Online] Available at: https://www.psychologytoday.com/blog/mind-games/201207/the-psychology-video-game-immersion Accessed: 14/1/18
Mateas, M., Stern, A. (2006) âInteraction and Narrativeâ, in Salen,K., Zimmerman,E. The Game Design Reader: A Rules of Play Anthology. Cambridge, Massachusetts: The MIT Press, pp.648.
Maxis., The Sims Studio. (2014) The Sims 4. [Videogame]. Electronic Arts.
Murrey, J. (1997) Hamlet on the Holodeck. Cambridge, Massachusetts: The MIT Press
Ryan, M-L. (2009) âFrom Narrative Games to Playable Stories: Towards a poetics of Interactive Narrative, In ( Herman, D.) Storyworlds: A Journal of Narrative Studies, 1, pp.43-59. [Online] Available at: https://app.box.com/s/redplmsxphd3ekr56jrtlb1zx2ywv84k. Accessed: 13/1/18
Salen, K., Zimmerman, E. (2006) The Game Design Reader: A Rules of Play Anthology. Cambridge, Massachusetts: The MIT Press, pp.29.
Scharr, J. (2013) Tomâs Guide-Review âThe Stanley Parableâ-You Think Youâre in Control? [Online] Available at: https://www.tomsguide.com/us/the-stanley-parable-review,review-1933.html Accessed: 13/1/18
Stuart, K. (2010) The Guardian â What do we Mean When we Call a Game Immersive? [Online] Available at: https://www.theguardian.com/technology/gamesblog/2010/aug/10/games-science-of-immersion Accessed: 14/1/18
Weibel, D., Wissmath, B. (2011) âImmersion in Computer Games: The Role of Spatial Presence and Flowâ, in Thalmann, D. International Journal of Computer Games Technology. vol, 2011. Pp.1-14. Hindawi [Online] Available at: https://www.hindawi.com/journals/ijcgt/2011/282345/ Accessed: 13/1/18
Lip Sync - Animatic

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Character designs and set - Lip Sync
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