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Topic: Scale & Proportion (Vietnam)
This art piece, titled “Alone” and created by Lim Khim Ka Ty, showcases scale and proportion in ways that seem to highlight the artist’s fascination with the lives of the everyday little people. Through human scale, the artist had taken a human scene that would usually be ignored and magnified it, as if to show the small beauty within it. The seemingly uneven ratio of white space and the art subject as well as the bright contrasts of color against the neutral background emphasizes the focal points at which the viewers will look upon.
Scale & Proportion Glossary
Scale is the size of one object in relation to other objects in a design.
A certain relative or proportionate size or extent (A human is 7.5 heads tall.)
A standard of measurement or estimation (The UFO was as big as a football field.)
Point of reference by which to gauge or rate (My puppy is twice as big as your chihuahua.)
Aspect Ratio refers to the proportions of the height and width of an image. It defines its overall shape, and it is usually shown as W:H (W is the width and H is the height).
Geometry: spheres, cubes, cylinders can be used to build more complex objects
Hierarchy: Arranged according to importance or power. What’s bigger or taller is often more important or harder to kill.
Human scale sets the stage for the story happening to human-sized characters
Proportions: The size of the parts compared to the whole. Relativity.
Ratio: A ratio tells us what proportions mean to each other. Measuring one thing in terms of another. That monster is twice the size of the human. Their ratio is 2 to 1.
Relative: how objects appear in context with each other
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Topic: Contrast (Nigeria)
In this art piece called “Meeting of Elders” by Jimoh Buraimoh, it can be said that this whole is a perfect example of contrast, what with its bold, high contrast colors and varying shapes. These figures in this art piece are a good example of asymmetrical balance, sharing the same “story” but contrasting with each other through their varying figure shape.
Contrast Glossary
Contrast refers to the arrangement of opposite elements (light vs. dark colors, rough vs. smooth textures, large vs. small shapes, etc.) in a composition so as to create visual interest, excitement and drama.
Contrast creates variety within a unit, draws the eye to a focal point, creates a sense of adventure or mystery. Contrast is a unifier.Value contrast is when a character or object has a strong darks and lights compared to the scene around it. Size contrast is a gigantic space cruiser compared to much smaller fighters.
Asymmetrical balance is a dynamic compositional strategy in which each side of the axis are distinctly different yet belong to the same story.
High Contrast is strong dissimilarity such as black letters on a white background. The high contrast setting is an accessibility feature built into interfaces to assist people with vision impairment. In visual perception of the real world, contrast is determined by the difference in the color and brightness of the object and other objects within the same field of view. Because the human visual system is more sensitive to contrast than absolute luminance, we can perceive the world similarly regardless of the huge changes in illumination over the day or from place to place.
Low Contrast means a minimum of contrast between light and dark, so that the image is either predominantly dark or predominantly light. The sun sets, dusk sets in and in the gloom there is low contrast in the landscape.
Symmetrical is a form of balance in which both sides of the axis are the same, a mirror image of each other, creating stability and formality. In visual storytelling the symmetrical formal balance is often contrasted with the dynamic action of asymmetrical configurations.
Contrasting Camera Angles: Part of your story is how you show as well as how you tell. The camera is your audience’s view of your story and should be well planned to reveal the story in the most effective way possible.
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Topic: Emphasis (Mexico)
This artwork is called “Thinking about Death” by Frida Kahlo. This artwork displays emphasis by the use of contrast to allow the viewer to easily pinpoint the main focal point of the piece. The difference in color and texture between the background of leaves and the painting of Frida Kahlo herself, and the difference in detail between her face and the drawing of a skull on her forehead, are big examples of that. Overall, this sense of hierarchy of emphasis, especially what with the placement of the background, Frida, and finally the skull drawing, allows the viewer to inspect the art piece by importance, and given the naming of the artwork, it makes sense for the skull drawing to given a lot of emphasis.
Emphasis Glossary
Emphasis: Pow! Something in a scene dominates. In other words, the designer gives visual priority to part of a scene in order to draw the eye there first.
Contrast in size, color, texture can make one thing stand out from the many things around it.
Focal Point: The focal point demands attention, it is accentuated, contrasted -- the star or the most prominent component of a scene.
Isolation: Feature a single element alone, away from other elements to create emphasis.
One Element: Eliminate everything else in the composition and the thing that’s left will grab the attention such as a bold title or symbol.
Placement: Position your most important design component in a place to grab attention, such as the center of a poster.
Subordination: The focal point has the visual power while other elements of the scene are subordinate.
Whole over Parts: Sometimes we don’t want the eye to go somewhere specifically such as in an establishing shot at the beginning of a story. We want to show an overview of the environment before we jump into the story. We might look at a map with lots of details. The whole map is the important thing. When we select a place on the map to visit, then that spot becomes the focal point and the Emphasis shifts from the whole to the specific. Another example is that the whole game is more important than its levels.
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Topic: Rhythm (Argentina)
In this art piece from the streets of Buenos Aires, Argentina, made by an unknown artist, is a representation of a piece of Argentinian history called Las Madres de Plaza de Mayo, or The Mothers of Plaza de Mayo, a protest movement created to raise awareness of the disappearance of family members, especially children, in the 1970s by the military junta. In this art piece, visual rhythm is mostly shown as a sort of value or texture on the art subjects and the art background. Although the patterns that make up these textures feel almost predicable, what with the repeating use of cubic patterns, as a whole the textures could be described as polyrhythmic patterns, what with the irregular sense of rhythm shown in the textures.
Rhythm Glossary:
Rhythm is caused by patterns in movement. What are those footsteps in the dark room? Are they slow or fast? Running or sneaking up on you? Rhythm controls the pace of action in your story. Rhythm can be repeated character types, weapons, or color strategies. We see and hear rhythm throughout nature as well as in our digital environment. Rhythm organizes units into patterns. Rhythm is created through repetition, alternation, and progression.
Alternating: Alternating rhythm is a form of repetition and is predictable. We switch back and forth from one thing to another like a tennis match. Alternating rhythm can create tension, such as switching close up head shots of one character arguing with another.
Audio Rhythm: Sounds that create patterns such breathing or shooting rounds of ammo.
Conceptual Rhythm: Intensifies, moves along, or calms the story. Conceptual rhythm coordinates visual and audio rhythm with the pace of your story.
Contrasting Rhythms are two or more sounds or motions at obviously different tempos. Legato means music in a smooth flowing manner, without breaks between notes or a smooth flowing motion.
Polyrhythmic Patterns: Use of simultaneous contrasting rhythms. A battle scene has many(poly) rhythms such as big guns, small guns, shouts, rumbles, footsteps, and explosions.
Progressive rhythm is a pattern that changes over time to more or less intensity. Progressive rhythm makes us feel that. something is in an evolving state of change. We can tell when the battle is heating up by the rhythm of the sounds and the actions of the characters running toward or away from the fighting.
Repeating: The same thing again and again gives us a feeling of predictability.
Rhythm and Motion: When a motion repeats, speeds up, slows down it creates a rhythm. The rhythm of tai chi is slow. The rhythm of Kung Fu is fast.
Staccato derives from the Italian verb staccare, meaning "to detach," and can now describe anything - not just sounds - made, done, or happening in an abrupt or disjointed way.
Visual Rhythm: When motifs such as lines or shapes repeat visual rhythm forms.
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Topic: Unity (Russia)
In this art piece (“Ivan the Terrible and His Son Ivan on 16 November 1581” ) made by Russian artist Ilya Repin, I find that the composition used in this piece perfectly exemplifies the use of unity, creating a single scene that explains Ivan the Terrible’s grief and the conflict that had happened to create such a dramatic scene. Through composition, the art piece positions Ivan the Terrible and his dead son in the center of the art piece, in close proximity together over a dark backdrop. With this, and the contrast in lighting (the casted light on the main art subjects, casted light on the mess on the floor, all over a really dark background) generates a focal point to not only Ivan the Terrible and his dead son, but also to the “what happened” as to why Ivan the Terrible is this way, the light allowing the viewer to explore around the aftermath of a conflict under a directed light.
Unity Glossary:
Unity is an entity that is a systematic whole. A fusion or union of parts in harmony to create a oneness. A game is a unity based on a fusion of levels.
Alignment: A common axis creates relationship, the line up creates meaning. Alignment in games can help you find your way on the map or aim true with your weapon. Alignment of troops or vessels indicates organizational strength. Maps are visually aligned with the edge of the frame. Your stats are aligned in a table.
Beat Boards are used to illustrate major story points before the rest of the storyboard is completed. Beat boards are a series of single drawings that depict key focal points in a scene. Beat Boards can be compared to a children's book illustration because an individual picture shows a complex story. Beat boards can serve in art direction to indicate how the shot is staged and show color strategies, using shapes and colors, but are not detailed sketches. (paraphrased from https://roshnikakad.blogspot.com/2012/02/ss2-discovering-beat-boards.html) Making sure the beat boards relate to each other creates unity.
Composition is the arrangement of visual elements within a shot. The three basic shot compositions in filmmaking are long-shot, medium-shot, and close-up.
Conceptual unity: A palm tree, an ocean beach, and a beer unify around the concept of 'vacation'.
Contrast creates variety within a unit, draws the eye to a focal point, creates drama. Contrast is a unifier. Contrast is when a character or object has a strong darks and lights compared to the scene around it. Size contrast is a gigantic space cruiser compared to much smaller fighters.
Proximity: closer distances connect elements and far apart elements create separation and sometimes magnetism
Repetition: Things that look alike relate to each other. Shapes or colors that recur in the image create rhythm and recognizable situations.
Unifying Strategies: Designers manipulate contrast, repetition, alignment and proximity to create visual unity and to pull a story along.
Visual unity is a group of repeating or similar elements that create balance or form a structure.
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Topic: Point
The Witch’s House is a puzzle-oriented horror game created by Fummy in RPG Maker VX, which utilizes pixel graphics as its main visual medium. As it is a puzzle horror game with a mysterious story, it can be said that the main point or mission of the game is to solve hidden puzzles to further explore and figure out certain mysteries of the story in the “witch’s house” as well as to survive any and all possible mischief that would lead the player to a game over scene. It can also be said that the point of no return is when the player has solved the “main puzzle” of an area and has met a save point, in which by then the game discourages you from exploring back to past areas, most likely leading to the character missing out on a few secrets of the game. There are times in which the game needed to show certain cues a focal point so that the player would know what it is that they would need to interact with to progress through the game. An example of that would be the “shining” sprite that represents an item that the player would need to grab.
Point Glossary
Point is the smallest visual component.
Pixel: A pixel is the basic unit of programmable color on a computer display. Think of it as a logical - rather than a physical - unit. The physical size of a pixel depends on how you’ve set the resolution for the display screen. Each visual composition on your screen is made of thousands of illuminated points of hue and value.
Focal point is the feature of a design or work of art that is the most interesting or important or the most strongly emphasized.
The point is what a player will tell a friend about the game if they like it.
The point is the mission or a moving target.
The point of no return (PNR or PONR) is the point beyond which one must continue on one’s current course of action because turning back is dangerous, physically impossible or difficult, or prohibitively expensive. The point of no return can be a calculated point during a continuous action (such as in aviation). A particular irreversible action (such as setting off an explosion or signing a contract) can be a point of no return.
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Topic: Pattern & Texture
These gif clips from the anime series “Mononoke” created by studio Toei Animation are great examples of the usage of pattern and texture, what with the defining Japanese history (Heian period?) inspired aesthetic and the almost tactile appearance of the watercolor/paper visual texturing prevalent throughout the anime series itself. The first gif has a great example of a college, wherein the background with the inside architecture, the differing patterns that make it up create a sort of visual collage.
Pattern & Texture Glossary
Pattern is an arrangement, configuration, array, formation, guide, matrix of repeated forms. Patterns create rhythm and can be used to predict and organize design elements such as using a grid. In Software development patterns are conventions for describing and documenting recurring design decisions within a given context.
Alternating pattern means to occur in succession, such as day alternating with night. To pass back and forth from one state, action, or place to another such as alternate between happiness
Chiaroscuro is a technique of painting or drawing using a predictable sequence of light and shade to achieve a three-dimensional quality. Chiaroscuro has been digitized to give depth and dimension in every 3-D video game or animation object.
Collage is a technique of an art production, primarily used in the visual arts, where the artwork is made from an assemblage of different forms, thus creating a new whole. Collage is a prototyping process used to assemble colors, textures, silhouettes and other assets to test ideas, colors, size relationships.
Gradient is the continuous change, darkening, lightening, increasing or decreasing of color saturation. A gradient is created when two or more different colors are layered to paint one element while gradually fading between the hues or values.
Grid means a rectangular system of coordinates used in locating the principal elements of a plan. and depression.
Progressive patterns create active change, momentum by shifting in a direction, increasing, escalating, or accelerating.
Radial balanced patterns are based on a circle with its design extending from its center. A few examples of radial balance are; a star, the iris in one's eyes, and a wheel with spokes.
Texture of something is the way that it feels when you touch it, how smooth or rough it is. The texture of an object depends on the unique structure of its molecules. Fur may feel soft or coarse, metal may be oiled and shiny or rusted and rough.
Tactile: Tactile textures are physical, touchable textures that you can actually feel on your skin in the real world, like when you pet a cat or dog.
Texture mapping: Texture mapping is a process in which a two-dimensional surface, a texture map, is wrapped around a three-dimensional object. When wrapped, the 3-D object acquires a visual surface texture. Texture maps create high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model.
Visual Texture is an illusion of texture. Pixels or traditional drawing and painting media can be manipulated to give the impression of texture, while the surface actually remains smooth and flat. The texture on an ancient wall, a vehicle, or a creature's scaly or slimy skin increases the immersiveness of a game. Texture artist is a career path. Texture artists are close observers as they collect, organize, and use textures to create believable surfaces.
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Topic: Values
This concept art piece created for the game Nier: Automata and created by Kazuma Koda exemplifies the idea of value and space, the use of dark and light values creating an illusion of the light source being a setting sun in a rather afternoon/evening-like atmosphere. The use of chiaroscuro, with the dark castle contrasting with the lighter sky in the background, is a great example for value as emphasis, as it generates a sense of focus and wonder for the audience (mainly the people who will play the game) and allows the audience to know what the next area of focus in exploring the game is.
Value Glossary
Link to blog where concept art was found:
https://www.platinumgames.com/official-blog/article/9397#:~:text=Hello%2C%20this%20is%20Kazuma%20Koda,concept%20artist%20for%20NieR%3AAutomata.
Value in design is lightness or darkness on a scale of white to black (with white being the highest value and black being the lowest value). Value is widely considered to be one of the most important variables to the success of a design.
Chiaroscuro (English: kee-AR-ə-SKOOR-oh, -SKEWR-, Italian:; Italian for “light-dark”) is the use of strong contrasts between light and dark with bold contrasts affecting a whole composition. Chiaroscuro is a technical term for the use of contrasts of light to achieve a sense of volume in modelling three-dimensional objects and figures.
Light and Dark: Every element in your design has a value from 1% black (almost white) to 100% black. Value is relative to everything in the composition. Every color has an underlying value somewhere between white and black.
Value as Emphasis: Happens when a strong contrast in value draws attention to itself.
Value and Space: Designers use dark and light values to create the illusion of light as it falls on objects. Value is used to create the illusion of highlights and shadows. Highlights and shadows combine to create the illusion of a light source. The pattern of light and dark can create dimension, volume, and mass.
Value Patterns: Appear regularly in the world, in human-made design, and even in abstract ideas such as stories. The elements of a pattern repeat in a predictable manner. Night and day is a value pattern common in stories.
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Topic: Motion
This digital art piece featuring Sonic the Hedgehog made by bluekomadori from Twitter utilizes methods of implied motion quite nicely. As we can see in the main figure of the art piece, Sonic is suspended in a mid-step/run pose that in the eyes of the viewer anticipates action. The implied movement of water, and (for most viewers) knowing how the rings on the stairway in the background of the art piece rotate like in the actual Sonic games, this lack of stillness and strength in optical movement in the majority of the art piece allows the viewer to thoroughly explore the art piece with their eyes.
Link to Twitter post:
https://twitter.com/bluekomadori/status/1022935215239573504?s=20
Motion Glossary
Motion is action, reaction, energy, what’s happening, gestures, dynamics, mobility, exertion, labor, and progress through space. Motion varies with your story. Motion indicators In storyboards are arrows, blurred lines, smears, zooms in and out. Your character is dramatized and embodied as a personality through gestural actions.
180-Degree Rule: In filmmaking, the 180-degree rule is a basic guideline regarding the on-screen spatial relationship between a character and another character or object within a scene. By keeping the camera on one side of an imaginary axis between two characters, the first character is always framed right of the second character. Moving the camera over the axis is called jumping the line or crossing the line; breaking the 180-degree rule by shooting on all sides is known as shooting in the round.
Anticipated Action: A dramatic action frozen in time, the tension mounts, we feel anticipation. We expect the sword to swing or the finger to pull the trigger or the couple to kiss.
Camera Motion: Arrows are standard cues, a simple and recognizable way to show motion or progression in a storyboard.
Kinesthetic Empathy: A player’s actual movement when responding to action in a game. Leaning into a curve in a driving game is kinesthetic empathy.
Line of Action: Line of action is an artistic concept, an invisible line that captures the thrust and vitality of the movement. The line of action can be drawn by artists as the first element to capture or exaggerate the pose.
Motion Blur: When your eyes or objects are in motion, the image will suffer from motion blur, resulting in an inability to resolve details. To cope with this, humans generally alternate between saccades (quick eye movements) and fixation (focusing on a single point).
Optical Movement: Optical movement is an optical illusion. Although the image is not moving, it appears to move.
Stillness: Stillness is calm, quiet, inaction, and peace. Stillness is the opposite of motion. It can be used to contrast with motion.
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Topic: Shape
In these two art pieces made by osatsu_032 from Twitter, the use of silhouettes on both pieces helps to imply the body shape and poses of each featured figure in both art pieces. Each art piece could be said to be made up of abstract shapes, though with the drawn in lines that add to detail (the closed eyelashes, the outlines of the arms/fingers, hair, etc.) help to make the figures in each piece more recognizable. With that in mind, it is easy to see that the shape or area with the floral patterns are representational of each figure’s clothing.
Link to Twitter post:
https://twitter.com/osatsu_032/status/1373966663863865344?s=20
Shape Glossary
Shape is the external form or appearance characteristic of someone or something; the outline of an area or figure.
Abstract means no recognizable objects.
Biomorphic is a free-form pattern or design with a shape suggestive of a living organism.
Curvilinear Shapes: Shapes that are s-curves.
Distortion: Distortion is exaggeration, contortion, reform, slant, twist, or warp in ways that depart from reality.
Idealism asserts that the physical world is less important than the mind or the spirit which shapes and animates it.
Non-objective shapes have no object as a reference and no recognizable subject matter.
Positive and Negative Shapes: Positive space is the subject, focal point, or areas of high interest in any composition. Negative space is the area around the areas of interest. All compositions balance positive and negative space.
Realism or Naturalism attempts to represent subject matter truthfully, without artificiality or exotic or supernatural elements.
Rectilinear Shapes is a boxy shape made with straight lines.
Representational means objects that players can name. The object represents something from the real world, or something that has the verisimilitude of realism.
Silhouette is a profile or shape that is easy to identify.
Squash and Stretch are shapes profiles that emphasize motion.
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Topic: Space & Depth
This music video created for the song “Once in a Lifetime” by Talking Heads utilizes space as a wide expanse in the video quite nicely, and partially is what makes this music video iconic/recognizable in my opinion. This music video utilizes background quite well, as in a few scene we can see clones of the singer David Byrne dancing, assumedly further back away what with size relationship between the bigger David Byrne overlapping his more smaller clones at the back.
Space & Depth Glossary
Space is an area, expanse, territory, distance or range. Variable spaces expand or contract as our stories unfold. A closeup has a short range. A wide shot covers a lot of territory.
Atmospheric Perspective: Value contrast and color saturation decrease with distance. Brightness increases as objects fade further into the background. In addition, objects such as mountains may appear more blue.
Diagonal Shapes: Diagonal shapes pull the eye in a direction to create the illusion of depth. If the diagonal is going back like a railroad track or fence-line the eye will follow it into the perceived distance.
Elliptical Perspective: An ellipse is an oval shape. Elliptical perspective provides visual clues to the location of curved surfaces in space. Look straight down on a glass of water. The rim of the glass is a circle. Move the glass to the side, the rim now appears as an ellipse. Line up the rim at your exact eye level, the ellipse now appears as a straight line.
Foreground, Middle-ground, & Background: The 3 treatments of objects in space support design to achieve depth. This template for placing and sizing objects in the picture plane shows variations on the foreground, middle-ground, background configurations.
Foreshortening: Foreshortening is when an object’s dimensions appear shorter when angled toward the viewer. At the same time the part coming toward the viewer is enlarged.
Linear Perspective: Linear Perspective is a system used by artists in which the relative size, shape, and position of objects are determined by drawn or imagined lines converging at a point on the horizon.
Overlapping: Overlap is when part of one object is obscured by another object. The obscuring object appears to be in front.
S-Curve or Winding Path: In an image of a landscape, S-curve or winding path will draw the eye of the viewer into a perceived distance.
Size Relationships: Objects appear smaller as their distance from the observer increases.
Transparency or Opacity: Transparency or opacity is when we feel like we can see objects through a glassy, gauzy, smoky, or dusty layer. The transparent/opacity adjustment affects the saturation and color of objects to give a feel of depth.
Vertical Position: Vertical position places objects higher up in the composition to appear further away.
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Topic: Lines
These two art pieces, created by Japanese manga artist Takehiko Inoue (famous for his work and creation of the manga series Slam Dunk and Vagabond), visually shows off Inoue’s skill in using lines as value, what with the color limits of traditional manga art style. The way he roughly hatches lines with a thin line weight in areas of the artwork not only serve to illustrate dark values, but also give off a sense of motion and depth on the art subject’s facial muscles, the textured feeling the line hatches give off working much like gesture lines. The change in line quality from thin pen lines to a more brush like style on the hair drawn in both art pieces serve to give the hair a sense of volume, as well as to illustrate a sense of personality (messy hair, etc.).
Line Glossary
Lines have both a direction and a length. Line means a mark, streak, stroke, slash, path, stripe, border, contour, striation, course, route, and track. Curved, bent, thick, wide, broken, vertical, horizontal, burred, or freehand, lines delineate shapes, forms, and spaces, volumes, edges, movement and patterns. Not only that – lines create both2D and 3D objects and figures. Lines are awesome and powerful.
Contour Lines: Indicate the edge around an object or the changes in volume within an object. Contour lines dramatize changes of plane within the form. The curve of a belt around the waist is a contour line.
Diagonal Lines: Useful to draw the eye into a composition such as toward the vanishing points. Three common types of diagonals are 1) actual diagonal lines 2)objects placed diagonally in a scene 3) a diagonal line created by the viewpoint such as the Dutch tilt.
Dutch Tilt (known as a Dutch angle, canted angle, or oblique angle): A type of camera shot that has a noticeable tilt on the camera’s “x-axis.” The Dutch tilt camera technique was introduced by German Expressionists in the 1920s ��� so it’s not actually Dutch. Directors often use a Dutch angle to signal to the viewer that something is wrong, disorienting, or unsettling.
Explicit Lines: Explicit means clear, direct, and obvious. If a drawing is easy to read it may be that the lines are explicit, clean, with efficient use of variety.
Gesture Lines: Capture motion, such as in an action pose when gesture drawings are used in storyboards. The figures at the head of the Rembrandt Elephant drawing show the quickly sketched human gestures responding to the elephant.
Implied lines: In 3-D scenes a line in a scene that is not physically there but is suggested by points in the art. Implied lines suggest the edges of an object or planes within an object. The line may be broken such as a dotted line, it may be defined by value, color, or texture, or it may not be visible at all. With implied lines, our brain interprets that a line exists.
Line as Value: Has a long history. Artists have used line drawings to create value, or shading, and to achieve the impression of volume.
Line of action is an imaginary line that extends through the main action of the figure. When you draw an action figure you can capture the line of action on one layer then draw the figure drawing on another layer.
Line quality: The expressive essence of lines. Varying the line quality makes objects appear more 3-dimensional and exciting. Range in line quality heightens descriptive and suggestive potential. A single line can change in darkness and width, can vanish all together to mentally reconnect later on an edge.
Line Weight: Refers to the thickness or thinness of a line.
Lost and Found Lines: We don’t really need a strong contour line around every part of an object because our brain will fill in the blank where the edge disappears. When a line fades out and then restarts further along the edge it is called a lost and found line. There is a lost and found line at the top of Rembrandt’s elephant behind the head. There is a strong contour line of the skull of the elephant and a strong bulge of the back, but between the 2 curved shapes the line fades out, yet we still know that the elephant shape continues.
Psychic Lines: Are invisible. Psychic lines form between characters or between a gun and a target, or a hand pointing in a direction. There is no real line yet we feel a line. Eyes looking in a direction, especially characters looking at each other create a psychic line.
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Topic: Color
In this short film animation, colors are expressively used to amplify the moods and environments shown in the animation. In my opinion, it can be said that there are 4 main hues that make up most of the color visuals in sections throughout the film, in order from greyish blue, yellowish orange, saturated purple-pink, and lastly navy blue. These main hues create a color palette often associated in color psychology with the afternoon to evening hours, and it helps that the high saturation especially displayed with warm colors, as well as the contrast between such warm colors to cool colors often being blue, emphasizes this temporal impression. The manner in which each main hue (greyish blue = day/afternoon, yellowish orange and saturated purple-pink = sunset, navy blue = evening/night) is introduced as the film moves on can be, in a sense, a representation or symbolism of a sunset, or “Sundown”, as how the film is named.
Color Glossary
Visible light spectrum is the segment of the electromagnetic spectrum that the human eye can view. This range of wavelengths is called visible light. Typically, the human eye can detect wavelengths from 380 to 700 nanometers.
Color psychology is the study of the effect that colors have on emotions, behavior and feelings of people.
Color systems classify color and analyze their effects.
The additive color system is used for colors of light such as light emitted from computers, phone screens, and projectors. Red, green, and blue are the primary colors.
The subtractive color system is used for pigments such as ink, dye, and paint. Cyan, magenta, and yellow are the primary colors.
Change in Color (color to show depth) is to use color to separate the foreground, midground, and background planes to create the illusion of depth and is commonly used in animation.
The color wheel, or color circle, arranges a pattern of hues around a circle. There are several versions of the color wheel or color circle. The circle connects relationships between hues to illustrate color strategies. (see 12 Chromatic Strategies) Color wheel history goes way back.
Local color is the natural color of an object unmodified by adding unrealistic light and shadow or any other distortion. The color that the eye observes is altered by lighting conditions such as time of day or the surrounding environment. The local color of a lemon is yellow.
A palette is the range of colors used in a particular composition or by any person who uses color such as an artist, house painter or interior decorator. An example of a palette is Vincent Van Gogh’s limited palette of hues in his Starry Night painting. Starry Night’s palette is a variety of blues, greens and yellows.
Properties of color are hue, saturation, and brightness.
Hue is the named color around the color circle such as red, orange, green, yellow, violet, and blue.
Saturation is the intensity or purity of a hue. Fire engine red is more highly saturated than brick red or the color of red wine.
Brightness is the perceived intensity of light coming from a source such as a screen. On a color screen, brightness is the average of the red, green and blue pixels on the screen. Brightness is important to both color perception and battery life on mobile devices. Brightness of a screen can be adjusted.
Symbolism of color in art and anthropology refers to the use of color as a symbol in various cultures. There is great diversity in the use of colors and their associations. Diversity in color symbolism occurs because color meanings and symbolism occur on an individual, cultural and universal basis. Color symbolism is also context-dependent and changes over time.
The 12 Color Strategies:
Monochromatic means variations of a single hue such as a light blue and a dark blue or a greenish aqua blue and a lavender blue.
Achromatic color strategy integrates variations of black, white, gray, and a full range of neutrals.
Full Spectrum Strategy represents the full circle of spectral colors by incorporating at least five of the base hues.
In the Achromatic/Chromatic Mix strategy, Achromatic colors dominate the composition with a chromatic hue accent.
Warm/Cool: Contrasting ‘temperatures’ of warm & cool. Cool colors appear on the green/blue/violet side of the color wheel. The colors on the red/orange/yellow side of the color wheel are called warm. Emphasis is on the contrast between warm and cool achromatics: brown - gold (warm), grays - silver (cool)
Saturation Similarities/Saturation Contrast:
Saturation Similarities: Hues may vary in this strategy, but all colors must have the same or very similar saturations.
Saturation Contrast: Hues may vary but all colors must have significant contrast of saturation.
Value Similarities/Value Contrast:
Value Similarities: Hues may vary in this strategy, but all colors have the same or very close values.
Value Contrast: Black (or dark desaturated hues) contrast with white (or very desaturated tints of hues). The Value Contrast strategy demonstrates strong distinction of value with the strongest example being between black and white.
Complementary Dyad creates a strong hue contrast. Complementary hues are located directly opposite each other on the color circle
Split Complementary strategies are based on two complements. To create a split complementary color strategy select one hue and contrast it with the hues on either side of its complement, such as Red & Yellow-Green/Blue-Green.
A Tetrad strategy uses four equilateral hues from the color circle, such as Red, Orange, Green, Blue.
A Triad strategy uses three equilaterally balanced hues from the color circle, such as primary, secondary, or tertiary.
Analogous strategies collect 2 or 3 neighboring hues on the color circle.
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