FMP – Concept Art Research and Development

Research

 

VTS

  • illustrations of silhouettes of characters from a high fantasy setting – This can be assumed by the unorthodox items being held by the figures such as marital weapons like a sword or spear, (The attire that the characters appear to wear are also highly unconventional. They resemble a medieval aesthetic like robes and armour which further highlights and adheres to the fantasy genre)
  • multiple variations of characters – in order to explore and develop ideas, concept art often displays multiple instances of the same character with modifications and adjustments in order to provide variety but also to further achieve the objectives of a brief/description (the shapes are very basic and very rough, indicating that they are a very rough draft of potential appearances of ideas and concepts)
  • Multiple poses of characters – some characters in the reference images are displayed to be in various poses, these are attempts to capture the dynamic poses and the potential personality that could be conveyed through gesture. (entire themes and backstories can be generated just from a character’s pose. It conveys their personality and attitude visually towards audiences and potentially say a thousand words with a pose/gesture)
  • Rough sketches – the application of using rough sketches to to come up and communicate a lot of ideas in a short amount of time which is why concept artists do not spend a great deal of time worrying about unnecessary  details. They must churn out various ideas in a short amount of time in order for efficient production within design studios. (the use of values and using less than three tones of colour effectively conveys the appearance of the character profile against the white background, increasing its clarity to audiences)

 

 

 

  • illustrations of various background elements – as stated above with the character poses, there are a various amount of trees and rocks in the above image as it clarifies the theme of the universe it is situated in (and also can communicate the theme/atmosphere in a game as novels often use the environment as a metaphor to describe the scene)
  • some of the concept drawings conform to reality in that they are of similar colour and mimic the real world – this is used to familiarise and communicate to the audience by referencing objects they are familiar with possibly due to their somewhat unnatural shapes. (again there is a lot of variety within these concept drawings and they are made more lifelike by being copied from references of organic entities such as trees and rocks)
  • these drawings are more refined than character ones – with these concept pieces, the quality of illustration is more refined than character ones because it is very difficult to capture a dynamic gesture of an inanimate object because they are not assumed to have back stories or behaviours in a human sense. (They are stationary object in the world and are used to paint a scene, not dominate it)
  • contrasting colours – the colourful illustrations strike a stark contrast against the background. The colours are allowed to pop out towards the audience which immediately catches their eye and makes them hard to miss yet pleasant to look at. (These are in a similar manner to the character silhouette profiles yet in colour which suggests that they are are further along the development process as they have had colour added to them)
  • Simple shapes – The shapes of the trees and rocks above are simple and do not include a lot of detail, detail would waste a lot of time during the conceptual stage of development as studios would require a general idea of what they want the piece to look like and leave the details to the final renditions. (The shapes are blocky and easy to distinguish through the talent of the artist)

 

  • Three tone colour palette – Because environment art is on a larger scale in terms of elements on the page, it is important for artists to create a general shape of the environment (Artists use a maximum of three tones in order to convey shape light and shadow to provide the illusion of depth and detail in order to five a clearer image of space within the environment)
  • against a white background – similarly to the character concepts, there thumbnails are drawn against a white background in order to contrast between the darker ink to make the vision of the environment look clearer to the audience (Shapes are able to convey a lot of things with the right skills and using them they are able to create a sense of space and atmosphere within the thumbnail environments)
  • Variations of locations – not one location is the same or looks similar whilst keep keeping with the themes and styles of the illustrations. (the variety and clarity of the pieces are consistent which display the style of the artist making each set unique)
  • Composition leads the eye towards the middle – using the environment and terrain like the mountains and architecture, the composition is able to lead the audience’s eye towards the middle of the illustration. (This could indicate that the composition is well balanced and pleasing to look at but symmetry is not always strictly required)

 

 

  • swords and shields which are similar to those used during the medieval period – the absence of firearms will be appropriate to my concept art because it is based within the genre of high fantasy. (martial weapons such as swords and shields are an absolute stable in this genre and hypothetical combat with them will seem more tactile than using firearms)
  • based on western design – within the genre of fantasy, it is usually common for weaponry and armour to be inspired by medieval Europe as shown by the above images. It could be due to that time period giving rise to folk lore and legends involving aspects that would be considered fantasy within the modern age, such as dragons, fairies and magic. (medieval equipment usually offered little room for decoration and accessories which where unnecessary for combat, however the fantasy genre turn these features up to 11 sometimes with sword hilts and shoulder armour being noticeably more prominent.
  • equipment accompanies a gritty and worn aesthetic – the bottom three swords are displayed against a natural environment with dark and dull colours like stone or rock. This emphasises its fantasy flavour as the genre usually focuses on exploring the world and having their audiences roam the open world or have the majority of zones take place outdoors amongst nature. (the gritty and worn aesthetic also highlight the medieval influences and inspirations because audiences are provided a glimpse of what the times where like during that period of history)
  • the use of metal in equipment – during the medieval period, metal armour was usually reserved for knights and common folk would find it difficult to access armour made from metal at all. This would often indicate that the knights came from distinguished background or where people of importance/skill who are able to prove themselves in combat.
  • shields are relatively large – the function of a shield is to protect its user so in that case it must be able to protect a large surface area which naturally results in their size. At the same time, they are required to be useable and carried with one arm so the shield smith must strike a balance between function and form. (shields were also used as blunt weapons as well as protective barriers if they were small enough and shields like the buckler were made for such purposes)
  • different materials and shapes depending on the geography – other than metal, other materials were used as shields depending on the location. African tribes would construct shields made of animal hide as they did not have the means to craft with metals, the vikings favoured circular shields and kite shields where also prominent within medieval Europe. (Decorations would also differ depending on the origin of the shield, knights would have crests adorned on their shield, vikings mythical creatures such as dragons and animal patterns in the example of the animal hide shield from Africa).

 

 

  • various sheets of video game characters showcasing their abilities – characters are conceptualised so they are roughly drawn yet easily distinguishable and their abilities are usually highlighted using large shapes to indicate a swing or casting a spell. (These abilities also fit the theme of the characters so the top left set of abilities belong to a wizard who specialises in ice magic because the colours the illustrator uses is communicate as being ice)
  • gestures are more exaggerated to give life – unlike the static drawings of characters mentioned at the top, the illustrated sets of characters directly above are not static and display the character in motion, giving audiences further insight on how they would move and so communicate more personality and attitude to them. (The ability colours also reflect that character’s personality, for example: fire could reflect their temper or black may signify their sinister nature).
  • variety of potential skills – although not final, these sets open doorways for game developers to see what kind of skills they will like to finalise within the game. (The image on the bottom left is Illaoi from League of Legends; a MOBA game. None of her illustrated abilities here are in the actual game but it is possible to see where the final implementations came from by looking at these images).
  • sometimes environments are needed to supplement the image sets – Within some of the images, environments are loosely depicted in order to allow the audience to visualise how these concept move sets would interact with an environment in order to increase clarity and also allows for game developers to see if it can be done and adjust accordingly.

Video Research

During my time on the project, I had to consult various video research on learning how to draw and create concept art. I learned from various Youtube channels and practiced their methods and applied them to my drawings.

Concept Art Bootcamp – Kienan Lafferty

Concept Art Bootcamp 5 – Kienan Lafferty

The Fundamentals of Landscapes – Team Bradley

 

 

Development

I have uploaded some of the concept art I was able to capture a recording of to Youtube displaying my design process. Because concept art falls under development and these pieces are my final pieces the sections have been grouped together.

For the drawings, I studied references similar to the research images above and copied their style/layout. The background colour was whitewashed and strong silhouettes were drawn in order to convey the figures and shapes audiences would see. By studying and learning from various resources,  pieced together works which conformed to the practices seen within the concept art industry by providing strong shapes, gestures and compositions.

Rock and Stone Concept Process

Skill Set Concept Process

Axe Concept Process

Sword Concept Process

Screenshot 2019-06-07 at 10.16.51Screenshot 2019-06-07 at 10.17.01Screenshot 2019-06-07 at 10.17.14Screenshot 2019-06-07 at 10.17.25Screenshot 2019-06-07 at 10.17.34Screenshot 2019-06-07 at 10.17.42Screenshot 2019-06-07 at 10.17.52Screenshot 2019-06-07 at 10.18.00Screenshot 2019-06-07 at 10.18.09Screenshot 2019-06-07 at 10.18.19Screenshot 2019-06-07 at 10.18.29Screenshot 2019-06-07 at 10.18.38Screenshot 2019-06-07 at 10.18.50

As with modern games in the industry and from what I found within my research, games and their titles which are currently in development are given code names. In this case, I chose the name “Defender Noir” as a work in progress name. My general, non fleshed out idea for the premise of the game was about a detective in a high fantasy setting. In this fantasy world detectives are only permitted shields as issued equipment which is where the theme and heavy inclusion of shields came in.

My thought process was that detectives were employed to ‘defend’ the truth and were not aggressive or ones to attack so giving them weapons like a sword would feel too aggressive. However, they would require a means to defend themselves should the need arise, hence the shield.

Screenshot 2019-06-07 at 10.19.00Screenshot 2019-06-07 at 10.19.11

From my research and video tutorials, I learned about the concept of 3 being the magic number. To create and evolve a concept, artists would begin with a standard item, in this case and axe and make it as realistic and as practical as possible. Then they would duplicate the item and make over the top modifications to it with regards to the theme of the universe they create. To then finally find a mid point between the two extremes to display a form of progression or increase the variety of items.

Screenshot 2019-06-07 at 10.19.20

 

Evaluations and Improvements

From the feedback I received there were a few improvements and adjustments that could have been made to the project.

I could have compiled all the elements within the drawings together into a final composition to show how things such as character, clothing and environment would look within the hypothetical confines of the game. I could have had a character dressed in armour holding a weapon within the environment performing some skill set. I did not think to do this as I did not come across such drawings in the research I conducted but I agree that it would have been a good idea to tie everything together to make it complete.

A personal improvement I thought I could have implemented was to not worry about figure drawing which I consider my weak point in drawing. It was suggested to me by my tutor to trace over a figure reference instead of spending hours trying to draw a human. I agreed with this because I forgot that the most important part of concept art was speed and time as industry professionals would not spend long amounts of time like I did drawing one character from memory.

I set out to capture a game through the lens of concept art. In this case, it appeared to me that quantity was more important that quality which is a different approach from what I would normally take towards previous projects I have conducted. I have to the best of my ability, conformed to the forms and conventions of the industry with the help of the research I have conducted. It was a very interesting project for me to work on because I would usually conduct and write a development stage section yet the project itself was development throughout which was very convenient.

JDO Research Analysis and Development

VTS analysis 

What’s going on? – What do you see that makes you think that? (What more can you find?)

 

Screenshot 2019-06-05 at 17.33.45

Midaus Nektaras

  • vintage style type – conveys a classy and sophisticated brand identity. Comparable to visual styles used within the last 200 years. (Also implies a certain high quality of the product)
  • decorated with flourishes – emphasises and extenuates the type used on the letter M. Again calling back to the last 200 years of alcohol design. (Use of lighter pastel colours so not to over power the image of the M and leads the audience’s eyes towards it)
  • Company brand at the top – highlighted in a brighter colour but not so bright as to take away from the main focus of the label which is the M. (used to create a familiarity with the audiences and also acts as a quality assurance guarantee stamp).
  • raised patterns on the label – possibly to show off quality of the product and also emphasise the quality vintage aesthetic of the product. (shadows that the raised patterns make allow for the label to be more eye catching and unusual which can effectively pique interest)

 

 

Screenshot 2019-06-05 at 17.34.08

  • heavily decorated bottle design – it is unclear from the angle of the image whether or not the illustrations are on the back of the label or is itself the label. (complimentary colours of the blue and orange used make the bottle more eye catching)
  • seems to be Asian inspired – the architecture and the dragons in the background are a tell tale sign as well as the boats. (not strictly an assumed to be an Asian drink however as there is a western man garbed in gentlemanly clothing)
  • foil wrap around the lid – foil often implies a higher quality on bottles as there is more of an effort involved to unscrew the lid to get to the liquid. (it can be assumed that the company logo is hanging off the piece of string which conveys a degree of confidence from then that they do not feel the need to display their brand as much as others do)

 

  • clear bottle – from my research Gin bottles are usually clear or green although I am unsure to why this is. Possibly to emphasise its purity like vodka? (they are also very angular  as opposed to beer or vodka bottles as well)
  • angular bottles – from my research I discovered that bottles had flat surfaces in order to be packed together efficiently. (they would not roll if placed on their sides either which could assist in preventing bottle breakages)
  • wooden cap to seal the bottle – possibly a traditional aesthetic choice from the gin manufacturers of the past. Gives the bottle an authentic feel and therefore a perceived increase of quality. (nicely contrasts against a clear transparent bottle and therefore stands out amongst other bottles more effectively)
  • white or green thematic – although there are some unique colour usages for Gin that exist such as Pink or purple, most gin bottles are either white or green thematically. This is possibly a reference to its natural roots and distilling process making it a more ‘of the earth’ spirit. (I came across in my research that the use of green and brown bottles was to improve the preservation of the alcohol by protecting it from UV rays)
  • Flower and botanical themes – gin bottles have a distinct botanical theme surrounding them which further emphasises their connection to a more natural resource which results in a comforting and homey atmosphere which may suggestively put their consumers as ease. (also to literally show the ingredients the gin is made from without the possible need to included it in text form which industries now hold to standard)
  • labels located around or within the area of the bottle neck – again this could be a marketing strategy to instil a projected quality within the product because it communicates that the manufacturers put in extra effort to make their gin feel special (also compliments the design on the bottle as it leads the audience’s eye towards the main attraction of the logo/label) 

 

 

Development

 

 

From my research, I had a lot of trouble figuring out how to present to the client because I did not fee comfortable using 3D graphics software with such a short amount of time I had to hand in to the Company themselves.

Luckily with the guidance of my tutors, I realised that it is only ‘conceptual’ and does not have to look like a finished product, it only has to be ideas and so I took to illustration to present my work.

I looked up online of bottle illustrations and concepts and the technical drawings that I found were what inspired me to continue with the style I went with in the form of sketches and digital paintings as I feel like that is the style I have personally developed as a graphic designer. The sketches I found displayed the shapes of the bottles and by using values to provide the audience with the shape and lighting of the bottle which makes them slightly more tangible and clear.

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I sketched a few ideas on my ipad similar to the same style as the researched images in that I just sketched a few rough shapes with inspiration from my research and then I would further develop the previous bottle shape by adding on or taking elements away. I also tried to sketch out bottles and resemble them as close as possible in order to trigger some divergent thinking.

Whilst developing my bottle idea it occurred to me that because gin bottles seem so angular most of the time with their rectangular bottles, I discovered that a of of my sketches resembled a jewel of some kind. I am an avid video game fan, interested in the high fantasy genre where gems and magical crystals are commonplace. I sought out material which resembled such items in order to proceed with the convergent ideas process.

 

First of all, I looked around for bottles with crystal like designs because that would be the foundation of what I would base my bottle and my brand off. I did not use strictly Gin bottles as there was a wide range of spirits which had jewel/crystal like shapes. A noticeable advantage of having a crystal shaped bottle is that, in my opinion it shoots the special factor sky high and the bottle will definitely be noticeable and stand out from any other generic design it is next to on shelves. The reflection of the light because of the shapes of the glass will produce a sparkling effect and audiences may assume that there is not question on the quality of the gin as well as the manufacturer.

However, if the bottle is overly shaped like a crystal such as the bottle in the top left, packaging and transporting as well as stacking on shelves would be difficult. I will need to find a good middle ground so as to make sure the design does not go overboard.

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Below is the first bottle concept I came up with and it was heavily inspired by the slideshow images above. The images above are ‘mana potions’ and they are very prominent in high fantasy games which involve magic and it is used as a means to replenish a character’s magic capabilities. I was really drawn to these designs because they are very unorthodox compared to conventional bottles in the real world and I thought that basing my bottle design off these would help make it stand out.

There is a lot of decoration and ornaments involved with the bottles and this could be seen as impractical and unnecessary, however I see it as an opportunity to project the products uniqueness and specialness. I also like the fact that the design compliments the air of magic which surrounds the potions and I like the way it reflects generation Z as a generation who live in an age where everything in daily life would be considered magical or fantasy centuries ago.

Untitled_Artwork 2 A4 Feedback I received from this design was positive and my peers felt like I successfully captured the essence of the mana potion and an image of a crystal. However, my friends who voiced their opinions also understood what the context was behind the design and are familiar with such games they are involved in. People who were not so familiar commented that it looked like a candle with a purple flame and since I am trying to mostly appeal to the entirety of Generation Z I would not want them thinking they are drinking from a candle.

And so I designed a bottle like this. A kind of inverted diamond shape to conform to normal bottle designs although not as clear as I hoped the bottle is transparent as well as in the shape of a jewel as well as containing a jewel inside which will act like a extended chilling ice pack after taking the bottle out of the fridge to keep the liquid cool for as long as possible. There is a wrapping label at the top reserved for the logo in isolation against a white background. Feedback pointed out that it was more crystal like than the last one and although it lot its sense of magic it still looked like a quality product because crystal are often associated with cost and class.

Screenshot 2019-06-06 at 14.44.39

For the logo design, I wanted to stick to the crystal theme and so I looked around for logos and designs with crystals in them. I wanted the crystal to be the centrepiece of the logo but I also needed it to be simple because I would not want something complicated as a silhouette. Below is a slideshow of the research images I took a interest in and wanted to base a design off of.

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Below is the first rendition of a final logo concept after some variations of the logo I attempted to make the whole thing gold including the line work in the centre of the laurels however the outcome was not very good against the light background because the line work was too thin and hard to see. I had to redesign the whole thing to make it more noticeable.

Screenshot 2019-06-06 at 14.41.53

Below is the final rendition of the logo. As you can see it has evolved into a full on label which will wrap around the front of the crystal shaped bottle and the emblem is similar to that of classic Gin brewers like a stamp or their seal of approval (a guarantee that the quality is top notch) and I think the laurel helps improve this notion .

I chose the name Crystalline because it fit the theme of the crystal shaped bottle and crystal shaped design. I chose to keep the rest of the label as simple as possible because I did not want to take away from the stamp or the bottle and I feel like it matches the wholesome nature of the gin industry which includes the use of botanical ingredients.

Screenshot 2019-06-06 at 15.08.30

Final bottle concept

As you can see, I have made a label to wrap around the crystal shaped bottle and have put the laurel logo at the neck of the bottle whilst leaving the rest of the original drawings intact. Conforming to the industry standard of placing the brand or company seal on the label located at the neck of the bottle allows audience’s eyes to be led from top down to the design of the bottle as well as the label and its design. I chose a contrasting darker colour for the label in order to make the bottle and label compliment each other and stand out in their own element.

Screenshot 2019-06-06 at 15.23.25

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Creative Conscience: Evaluation

I will be evaluating my work with different questions this time to see if I can be more reflective and think more about what I am learning.

In what ways did you consider Designing backwards or application of systems thinking to your project

In this project, at the start with the group work, I could only consider working backwards because I was confused with the first task of making a persona and then thinking about what manner of product/outcome I would have to design or make for this persona.

My group decided to work backwards during this task because it felt like the easier thing to do and was more within our comfort zone.

In terms of systems thinking for my personal project X, I acquired ideas from my peers because I will admit that I am not the best at coming up with initial ideas so I would ask around my classmates and just throw my personal ideas at them and ask for their feedback. I come to rely a lot on my classmates because I respect their input as fellow student designers and sometimes I find that I swallow my pride and have to ask for their help when it comes to ideas.

This would continue on throughout the design process but I am not limited to just my classmates for inputs as I would ask my family and friends for their outside input as well as I know I will always get some insightful ideas from those with not artistic background and that is displayed in my work.

In what ways have you considered the sustainability of your project process and outcomes

I have not really considered the sustainability of my project process and outcomes until today (Monday 11th February 2019). I find myself not thinking about these things and to be honest I do feel like I ever do enough. All I focus on is the outcome and how I personally feel about it. I usually feel proud of what I achieve but I think it is time I started considering how my outcomes and processes affect those around me directly and indirectly which I feel is quite difficult to do.

In what ways have you considered the ethical implications of your project process and outcomes?

It is my full intention for my designs to be beneficial, to be a design for good. My aim is to always be able to help others in anyway I can through design. I had been designing in the past to be more commercial for the sole purpose of trying to be good enough for companies to hire me based on my skills but I feel like my calling lies in designing for good.

I had not considered the ethical implications of my project until today but I am learning to think about the bigger picture. It may be impossible right now for me to cater to every ethical standard but hopefully in time I will grow to consider them more.

Also I feel like my statistics are misleading because it include the numbers 96 and 30 which do not add up to 100 and are part of different statistics so it was not ethical of me to mislead audiences like that by including them in that way. However, it was my intention to hail and communicate a more urgent message but I can see how the inclusion of the statistics could be discrediting.

In sustainability and ethical terms in what ways was your work in this project an improvement or a backwards step for you as a socially conscious designer

I feel like ethically, this was an improvement for me because I designed something I really feel strongly about and used those feelings to design my posters the way I would want others to feel about the importance of blood and organ donation. I tried my best to not guilt the audience into donating and I want them to donate of their own free will but there could be messages in my projects that say otherwise.

I do feel like I am designing for a plaster to the actual problem which is the poor health of others which could mostly be avoided through change of lifestyle where they could be healthier but as of now I do not have the means to address these issues for I did the best I could do with the time and resources at my disposal.

What targets can you make at this point for your work in the future as a socially conscious designer

  • Think about the systemic problems and realise that sometimes I am designing a plaster to the problem instead of fixing it.
  • And that is okay right now because I am still a student and I am still learning. What is important is that I carry these feelings I have on to design for good in the future.
  • I need to consider and think about the ethical and sustainable implications my designs and their processes will have on the world around me – the people I may affect or the resources I may have to use in order to bring my products into existence.
  • It is hard to make sure everyone is happy with your designs, I think that as long as the intention of good is there the design will reflect that.
  • Design what I believe in.
  • Think more critically of what and for whom I am designing for.

Creative Conscience: Blood/Organ Donors – Development 6


 

Next I wanted to include a ECG (heart rhythm) display because feedback from my girlfriend who works as a Clinical support worker at the local hospital said that the image was good but it did not seem urgent enough. I thought the ECG display would be appropriate for this situation because it is a good symbol for the beat of life.

I did some experimentation with the separated segment and made the line solid but feedback from my family and friends said that it looked too girly which is not my intention so I scrapped that idea.

I started to position the ECG mark outside of the heart and then made the segment attached to the solid part smaller in order to convey the heart slowing down to communicate near death and it would then return to normal after the donor heart segment to connote life and rebirth thanks to the generosity of the donor. I added a glowing spot at the end which is found on some heart rate monitor machines for more authenticity but to also symbolise hope.

Lastly I tried to make the type fit into the image because I had more space to work with where I would be able to put in text and statistics. I tried to follow in the footsteps of the blood donation image with the ‘Thank You’ message but it felt forced and out of place so I tried something different.

I tried to position the numbers of the statistics to emulate a heart rate monitor but it felt forced and squashed so I moved it to the bottom left corner where it felt more natural and clearer for audiences to read. I also thought about the page hierarchy and where the eye would lead on from. The eye would travel from the top of the page to the bottom left and then read to the right naturally in the order I want the audience to read in.

 

Screenshot 2019-02-10 at 12.47.21

Creative Conscience: Blood/Organ Donors – Development 5

The design process takes place over a few days…

 

The next piece I wanted to create was to do with organ donation. I had taken inspiration from my research, especially from the puzzle which forms a heart shape and the idea of ‘giving the gift of life’.

 

I started off with a standard heart shape in order to symbolise love and compassion whilst also being neutrally inclusive for everyone because I initially wanted to find a way to put symbols to depict men and women but I realised that not everyone identify in a binary manner. And then traced around an image of a jigsaw piece and placed it over the hear to symbolise that there is a piece of it missing. The completed piece will have an anatomically correct heart in it to contrast the literal with the symbolic.

I decided that it did not really look right and I did not like the way it looked so I thought to try a new idea where I would make the symbolic heart itself a big jigsaw, I then got the idea to split the big heart and make it have a dashed line to symbolise an anonymous donor. The split part is to symbolise the donor heart and this is further cemented with an actual heart presented as a gift. The bow tie communicates this to audiences, there was originally more to the bow tie but it was too obstructive and was needless detail so I scrapped it.

 

Creative Conscience: Blood/Organ Donors – Development 4

 

This process was made over the course of a few days…

I was having a lot of trouble figuring out how I would make this poster communicate what I wanted it to with the least amount of negative connotation as possible.

I tried to remove the larger hand because I felt the same as I did with the other research material and thought that it could be implied that there is an abuse of power because of the way the larger/ adult hand is positioned.

I made the hands depict one adult and one child because I wanted to convey a message that adults can save the lives of children who have yet to experience life and probably never will if they are not given blood to live. It is also to hail audiences and create a sense of urgency and a talking point to make them seriously consider signing up for donation.

I decided to add the larger hand back in because the image looked more complete but the poster itself as a whole felt empty and incomplete which is where I decided to invert the colours to remove the ‘white’ space.

I also replaced the heartbeat line with the words ‘Thank You’ in order to further communicate the generous message I am attempting to convey. I found a typeface which suited the curve and free formed nature of the line which represents the tube for consistency.

I then added a border in order to reduce the white space because I felt like there was not a lot going on in the image and the white space was going to waste; it wasn’t doing anything or serving any purpose and a border just frames the image better.

 

 

Creative Conscience: Blood/Organ Donors – Development 3

 

I started off my first piece with the idea I got from two of my research designs. One is based on ‘The Creation of Adam’ painting and with the blood donation poster which featured a large hand reaching out to three outstretched ones.

I liked the idea of ‘extending the hand of generosity but I did not want it to communicate in a negative manner so I needed to consider the actual gesture of the hand to make it communicate to audiences that it was a generous hand and not one in a position of power.

I wanted to somehow outline the hands to make the donating or helping hand feel anonymous so I designed it with dashed outlines but it just made it seem like it was a cut out or something was missing so I do not think it worked well to communicate what I wanted here.

I placed the hands in a blood bag to signify the idea that the poster is about blood donation. I wanted this to be a simplistic design because that is were I feel my style lies and it is an area of design where I am strong in.

I finally added a heart beat line on the tube which would connect to the recipient in order to communicate that it is transferring life to them.

 

Creative Conscience: NHS Blood/Organ Donors – Research 10

Screenshot 2019-02-03 at 19.19.21

What I see:

  • a red background
  • a white heart shape
  • white droplets of blood filling the heart shape
  • white type

What makes me think that:

  • red background depicts urgency as it is known in the UK that blood is always needed in order to help patients get better
  • The white colour used for the heart enables it to stand out against the red but could also symbolise the purity of love which is cemented by using the heart symbol instead of a anatomically correct heart
  • the droplets are assumed by audiences to be blood because it would be hard to depict blood against a red background

What more can I find:

  • The blue text is interesting to me because I cannot figure out its significance. In my opinion it looks out of place and should have just stayed consistent with the white type.

Screenshot 2019-02-03 at 19.21.02

What I see:

  • a jigsaw puzzle
  • the space left out is in the formation of a symbolic heart
  • the heart is red

What makes me think that:

  • the jigsaw analogy is used to communicate unity
  • the heart shape is missing pieces outside of its shape as well which communicates that it is deteriorating

What more can I find:

  • it is ironic how the message is to not be a missing piece yet the missing pieces form a heart which is a symbol of love

Screenshot 2019-02-03 at 19.18.14

What I see:

  • a large white hand outstretched
  •  three smaller outstretched arms positioned to be gesturing upwards towards the larger hand
  • the three arms are places as negative space between the fingers of the larger hand
  • bold white type

What makes me think that:

  • the bigger outstretched hand is positioned above the smaller arms and thus is communicated to be in a position of power
  • this position of power give it the opportunity to help those who are vulnerable – which is communicated by the three smaller arms
  • the three smaller arms look desperate as they seem to be attempting to grasp the large hand

What more can I find:

  • I personally find this image more disturbing than hopeful or positive because the red background combined with the smaller arms communicate to me negatively. It is almost like a mini scene of hell where the red is the fire and the white hand is God or god-like and it has the power to save but can also deny. So I do not think this is a strong communicator of donation or generosity

Creative Conscience: NHS Blood/Organ Donors – Research 9

Screenshot 2019-02-03 at 19.18.00

What I see:

  • a girl and a boy
  • the boy’s shape is an outline
  • the boy is holding a balloon in the shape of a human heart
  • he appears to be giving/offering it to the girl
  • the girl appears to be sick
  • she is wearing a hospital patient gown

What makes me think that:

  • the boy and girl are easy to distinguish from each other because they possess features commonly associated with their gender – shot/no hair, jeans and t shirt for the boy and long hair with a dress for the girl.
  •  the boy’s figure is outlined to imply that he is no longer alive
  • his features are also not included to communicate that he is anonymous
  • the balloon shaped heart is symbolic of the boy donating his heart to the girl who is implied to be in need of it
  • this gesture is frequently seen in  the behaviour of small children to emphasise their innocence and kind nature.
  • the girl appears to be sick because her facial expression does not communicate to audiences that she is happy or well. her expression is flat and her eyes are emotionless which signify to audiences that she is anything but positive

What more can I find:

  • the red colour of the heart strongly cements the notion that organ donation is important because it hails the audience by being more vibrant against the dull background colour.

Screenshot 2019-02-03 at 19.20.12

What I see:

  • a woman hugging a man who is faded
  • they are in a hospital
  • the woman is connected to a IV drip
  • woman seems thankful
  • man seems stiff

What makes me think that:

  • the faded man implies that he is not longer alive
  • I can assume that they are in a hospital because of the colour of the walls which are white which is common within hospitals
  • audiences can tell the woman is sick/unwell because she is connected to an IV drip which means she needs the fluid inside the bag to start feeling better
  • woman has a relieved look on her face because her eyes are closed yet her mouth is close to a full smile
  • the man is stiff in order to convey and emphasise the notion that he is dead

What more can I find:

  • the mans face is obscure/hidden from the audience but is implied to be seen by the woman in order to convey the notion that he is anonymous and that you may or may not know who the donor is.

Screenshot 2019-02-03 at 19.19.58

What I see:

  • hour glass, with one end in the shape of a woman’s bust and the other side is a man’s shape.
  • I assume that the red object contained in the hourglass is blood and/or an organ
  • the background is white and the colours are very minimal

What makes me think that:

  • audiences can assume that the bust at the top has stereotypical womanly features such as long hair that has been tied in a bun, a sharper jaw line and less narrower shoulders whereas the man’s bust at the bottom has shorter hair, a more angular jawline and broader shoulders which are more typical of men.
  • the woman is symbolically ‘donating’ her organs/blood to the man who is positioned in a negative way because he is upside down to symbolise he is either dead or dying
  • the donation that the woman is giving to the man also cements the idea that she is also giving him more time to live due to the use of the hourglass.

What more can I find:

  • the use of the hour glass and the allusion to time is interesting because it could also be implied that in the future the man could help the woman if she is only donating blood, he could donate to her in her time of need.
  • it shows the inclusion of both genders and the message is that no matter what sex you are, you always have the ability to help someone regardless of who you or they are.

Screenshot 2019-02-03 at 19.20.24

What I see:

  • two hands, one filled with blood and the other being filled with blood
  • a drop of blood in the middle of the separate fingers

What makes me think that:

  • audiences can denote that one hand is donating blood and the other is receiving based on the levels of each hand
  • audiences can know that it is blood being donated because the depicted liquid is red

What more can I find:

  • the hands are from the famous painting that features god and Adam from the famous The Creation of Adam’ by artist Michelangelo.
  • this provides the image with more generous connotations because God’s hand is depicted being the provider of life so that Adam may live.