Monday, March 27, 2017

Lecture comments and Drawings

During the lecture, I got really interested in the the work of Bjarke Ingels . His creativity was really just something different from a lot of architectures as well as his use of his pavilions. What really was creative from the time of the video was the building that he was creating based on wanting a better echo system and at the same time creating it to be a slope for snowboarders. That was just tenuous and it really just made me think of what I could do with some other buildings that I am in progress in creating and doing something that could actually affect our community or the world. Other buildings that he created consist of just apartments that are small but conservative as well as have plant life that  flourishes in that onvironment.
        On that note another work that caught my eye was the highlife system in New York. Another invention that affected the community of New York and make use of something old and make it into a park that people can walk for miles. This bring a sense of appreciation to the rail way that was once there and also appreciating the new age work involved to restore it for the next generation.




Drawings




Lecture Commentary

I enjoyed watching clips from the documentary Abstract: The Art of Design because the architecture was breathtaking and Bjarke Ingels is a character. I think that his mountain structure is one of my new favorite pieces of architecture because it is both functional and beautiful. It truly resembles a "pragmatic utopia." By using the parking structure to elevate the housing units, layers are created so that each resident has a garden facing the sunset. It is both efficient and fantastic. I hope to draw elements from Bjarke's works to integrate into my city. Since my city's theme is quite abstract, I think aspects will integrate nicely.

Lillian Schwartz is the type of artist I aspire to be. She was a pioneer in computer art and harnessed the power of technology to create unique pieces. She is as fascinated by computer graphics as I am; documenting and designing an electronic surface is no easy feat, especially during earlier times. She emphasized the importance of understanding the interplay between mind and picture. By taking pictures, then combining and editing these images, she creates artwork unlike any before its time.

Some screenshots of my city:


Some drawings of my city:




Sunday, March 26, 2017

Lecture Comments

During the lecture, what really stood out to me was The High Line system that was built in New York. My first thought about that train system being converted to a park was that it should've remained a train system, as there are people who would go out of their way to use that particular transportation line because instead of being underground you have a raised rail network, giving you a view of the city and its surroundings. I wasn't particularly fond of the early "game" called The Intruder, as to me it seemed disjointed, cluttered, and overall messy in terms of what she was attempting to create. If she truly wanted to make a game out of it, you could've made it something like an RPG where your entire objective was to hunt down the pieces of this story that had key clues to unlocking the exit or whatever. The "game" especially annoyed me considering it was released in 1999, when we had such graphic masterpieces as DOOM, Final Fantasy VIII, Super Smash Bros, or Quake. Overall, very poor execution on part of the designer.

Side Note: I would upload photos of my notebook but as of late I've just been sort of implementing things on the fly and not writing them down. I would also upload a photo of my cityscape but I am not at said computer. Instead I can tell you that at this stage my city will represent a blend of 1955 Hill Valley from Back To The Future and San Francisco. Look forward to it.

Lecture Comment and Drawings, Adrianna

Lecture Comment:
During lecture, one of the games that I found interesting was the terrorist game (forgot name). The reason I found it interesting was due to the fact that no matter how hard you tried to hit the terrorist with bombs/missiles you couldn't get them. Instead, you kept causing casualties with the innocent civilians walking around. The game pulls at your heart strings as you see others rush to their aid, sobbing. The combination of visuals and sounds during this game create an impact that is needed. In my opinion, it's showing that no matter what we do to try and stop someone bad, innocents get hurt along the way and it is not entirely fair. I find it interesting that such tiny games can create such large impacts on the way people think and visualize the world.  Lillian Schwarts art is very game like, I love how colorful and trippy everything she created is. She is definitely an inspiration when it comes to creating game like designs that please the mind.

Notebook Drawings:



City Screen Shots, Drawings and Lecture comments

City Screen Shots







Drawings


Lecture Notes


I find artwork that interact with social commentary to be fascinating. Natalie Bookchin and Gonzalo Frasca both drawn from social, political, and personal reactions or criticism from the world around them. Bookchin emphasis these ideas in her games by using humor and low-technology placing player in challenging situation. Bookchin unique use of low-tech may seem out of place in a modern technological world but I believe it allows her artwork to stand out on its own. While Frasca, much like myself has a great deal of criticism for how the U.S. has handled global terrorism. The personal act of bombing civilians bring the player insight to the devastation U.S. aggression has on the middle east.
What stands out in the lecture is the design genius of Bjarke Ingels. I am incredibly drawn to his concepts of incorporating sustainable and sociological developments, and how he likes to defy traditional architectural conventions and dimensions. In the lecture, Ingles’ work is described as functional and fantastical. I would agree with this, because Ingels work appears to be out of this world, but in a completely sustainable and functional way.   





Lecture Response, Notebook Drawings


In this lecture, I found Bjarke Ingels’ work to be the most interesting thing. The way he envisioned architecture, in both concept and practicality for actually building anything, is so novel, especially in America. Those apartment homes with gardens as big as the apartments are something I never thought I would see but it’s definitely a place I’d love to live in. In the US, our buildings seem so often to be built only for a practical purpose, with little beyond that. There is often little that makes them visually appealing, though it does seem like that’s changing in modern buildings. But combining things like apartments and gardens or apartments and parking or even a power plant and a ski slope…that’s not something I expect to see for some time, if ever, here. As for Lillian Schwartz, I find her work to be rather interesting. I like the fact that she used inspiration from da Vinci in her works, for he was a pioneer of his time and she a pioneer of her time. And I think it’s a bit of a sad thing that this is the first I can remember really hearing of her, despite the influence she had in digital art.




Wednesday, March 15, 2017

March 13th and 15th notes and homework

https://drive.google.com/open?id=0B3pH_Sp2EKfCOHZkMDRXMU5XZXc


Also please look up Lillian Schwartz . Write about her in your paragraph.

Lecture comment on Architect


In the lecture I found both Natalie Bookchin and Gonzalo Frasca to be interesting and have different concepts for their work than I have seen before. I really enjoyed the High line in New York I thought that it is a very good concept to do and should be incorporated in more places around the world. This is definitely something that I would love to go see and walk through. 
I particularly enjoyed watching the documentary on Bjarke Ingels. I really enjoyed his architectural styles and the way he creates various space to live and enjoy his buildings. I like how he calls his concepts a pragmatic utopia. He incorporates a lot of nature in his ideas and gives it a futuristic feeling, like he is ahead of his time. I really liked his building mountain dwellings. I thought that is was a useful and creative idea. 

Lecture Comment

The most interesting part from the lecture this week to me is the concept of pragmatic utopia, which is brought by the Danish architect Bjarke Ingels. According to his explanation, “this idea of a pragmatic utopia is about getting away from the idea that things can either be rational and boring, or sort of fantastic and expensive and impossible”. Therefore, It combines naive utopian fantasy, and rigid pragmatism, and practical utopian architecture is the creation of social, economic and environmental considerations.
A great example of practical utopia is Mountain Dwellings, which is also designed by Bjarke Ingels. Ingels created an artificial, south-facing "mountainside" on the building. Thus, each apartment can have a "backyard" on the roof of the property in front of it and below. So that households can enjoy the sun while at the same time ease the pressure city life brought.

Lecture Comment

~since the lecture isn't posted I'm not sure that this is necessary, but I'm going to do it just in case~

My favorite part of the lecture was the Netflix special on Bjarke Ingles. I've been thinking about him pretty much since the lecture has been over. My favorite of his buildings was the Mountain. It's such a smart idea and i'm not sure how nobody had thought of it before or why we're not streamlining this idea and making almost all apt buildings in its image. 
Also, the serious game that we looked at about the terrorist attacks was interesting. Just from the short video clip I'm not 100% sure that I understand the point of the game. If it was just look around and bomb a populated area, no consequence or anything, then I'm not sure as a game it's very effective. (To be fair it did look like it was made a while ago.) There are an immense amount of serious games out in the world (Papers Please being the most popular and recent) and with VR newly emerging I think that in the coming years we will see many more attempts at serious gaming. 

City Shots, Adrianna


City screen shots




Tuesday, March 14, 2017

City Screenshots

In Unity:


In Maya:


Edit: no lecture comment since it hadn't been posted.

Wednesday, March 8, 2017

Artist Statement - Erik Reiner

Artist Statement:
I've always like building cities in games. I have some practical building skills from the costumes I make, however doing this project has taught me a lot. I like looking at architectural models and have fun building model planes from scratch out of wood or plastic. I used to like to visit the Academy of Art in SF to look at the models the art students built.

City Statement:
I wanted to build a city that I would want to live in, one that might be an interesting place to walk around. I intentionally made the city itself very small- smaller than a village- while continuing to incorporate large, skyscraper like structures. Of course, there's no practical use for this, but it bears some semblance to the SimCity cities I might have built when I was younger. ye ye boi get wit the times

Artist and City Statement

Artist Statement

I like the feeling of even time passed by, it left marks to the life. I also enjoying see the contradiction among the city. For example, part of the city is clean and beautiful, and part of it is dirty and with high crime rate. They contradict each other, but also mutual dependent on each other. Life is not utopian fairy tale, so I want my work to reflect the contradictions and the reality.

City Statement

The main theme of my city is to combine traditional architecture with modern technology. For example, the light rail is crossing through old buildings. And religion add mystery into the city. For that part, I referred to Kyoto, Japan. I looked through many temples and shrines, and created one with torii, and traditional lantern. But not the whole city is divine, it also has abandoned factories, factory and hold-on houses.

Artist Statement/City Statement

Artist Statement:
With my work I intend to make what I consider to be ideal without having to compromise my values. I want to reflect more conservative design choices that harken back to days long past. To that end, I use my knowledge of history and I call upon several key references to make my dreams a reality. By the end of this I hope to have fulfilled my vision to its fullest, and produced something that is both new and nostalgic, bringing back fond memories while also laying the foundation for greater ones yet made.
City Statement:
Creating a city that reflects one's values and ideals is often no easy task. Our dreams change as we grow older but somewhere deep within the subconscious mind, we have the key ideals that make up who we are. This is what I intend to show in the city Lagan. Lagan is designed to remind us of the World Famous Painted Ladies of San Francisco, and it is supposed to represent what I consider to be my ideal world. Through thick and thin Lagan is the shining beacon of civilization that I would hope to look upon fondly, and so the city contains most everything I hold dear.

Artist statement/City description

Artist Statement
Different cultures have always been interesting not knowing what to expect coming from a culture of your own. Thats how I see culture whether its through photos,drawing or representation by architecture, that to me puts culture in an art form. I try to input culture specifically Japanese and pre historic culture into my art. They bring their own stories and a set of transcending history through our  current time. I believe that  we as humans learn from the other cultures and try to adapt that into our lives in order to be the best that we can be.
City Description
In my city is based on a combination of dystopian, utopian, and modern architecture. I include Mid-eval castles with little huts or Japanese homes from the feudal era into display. One block distinguishes the futuristic side of both all with skyscraper like buildings based off cities Reno, Shanghai, and China. With Different settings in each block giving it their own heirachy. In the center of the four blocks lies a Japanese instrument called the shamisen as I want it to represent a sense of peace between the lands.

Artist/City Statement

Artist/ City Statement: (Sorry, It ended up kind of turning into both)

Within my work I strive to focus on creating a message of balance and opposites. Although I've never necessarily aligned myself with a particular religion I do have a fascination with Chinese Daoism. One particular daoist symbol that many individuals may recognize is the Yin-Yang. This symbol is representation of balance as well as the necessity of both things that are perceived as good as well as things that are perceived as evil. This balance and dichotomy is a topic I strongly relate to. Despite my female gender I have never quite enjoyed all things that are typically associated with femininity. Despite considering myself a relatively kind person, I have always lacked a certain kindness to myself and a control over my temper. Despite loving art, a painstakingly long process. I am still impatient. Despite loving the snow, I hate being cold. All of these flaws and contradictions make up the whole that I am. Not only do I observe this in myself, but in the world as a whole as well. Nothing is never quite what you are expecting, and that is what makes it beautiful. This concept of beauty derived from the unexpected is what I strive to accomplish in my city; a city where the best of both world collide. Where technology, industry, and nature all collide in a jolting yet smooth dance of beautiful misunderstanding. A utopia, that with enough effort and collaboration in our world, may not be so Utopian after all.

Artist and City Statement

Artist Statement

When considering the subject of my art I tend to look towards my surroundings and sometimes the lack there of.  I look at the history of time through the architecture in buildings and through the nature that surrounds it. I like to show the history of the past and present through different ways in which I perceive the world. I feel that architecture and nature both share the bond of expressing the ever-changing world.

City Statement

Creating a city in a post apocalyptic, dystopia or utopia setting my mind always wonders to the nature that surrounds the world. In cities today there are barely any trees or greenery so why not create a city surrounded by nature. Show the ruins of old building and the structure of new buildings being overtaken by nature, encompassing the beauty that the world has to give. I am combining architecture and nature to become one. My city is to show the history through the nature growing whether it may be presented as a post apocalyptic, dystopia, or a utopia city.


Artist Statement and City Concept

My Artist Statement
I want to look on the bright side of things, and I tend to be more optimist. I use a collection of mixed media outlets to express my concerns or joy for the environment around me, things I see, hear, or feel. Sometimes my art is an attempt to understand something, like a stereotype or hatred. Painting, drawing or simply coloring is often a way for me to relax or solve a problem in my life. 
    

For my city, I chose to imagine a functioning co-existent between humans and nature, with this the small town, main street feel.  I enjoy imagining a future with environmental friend concepts incorporated into everyday life. Which is why I tent to lead towards a Utopian narrative, with a small theme of mystical architecture. I grow up watching a lot of John Wayne films with a lot of wild west dusty towns everywhere, so some the idea of having a main street with shops and boutiques on each side is visually pleasing to me. These themes are represented in my city. For example, the tree houses are examples of existing peacefully with nature. So, instead of tearing trees down, people simply live in them.    

Artist and City Statement


Artist Statement

My first focus as an artist is writing.  Creating and sharing stories helps me not only interpret and process information, but allows me to share my views on ideas.  Because of this, my goal is not necessarily originality in all things, but rather being true to the characters that i have created.  In real life every person is unique and looks at the struggles they encounter differently. When writing, even if it is fiction, recreating and showing the reader how these characters process their struggles is paramount.  Without characters being true to themselves and growing in believable ways, even the greatest most original idea will sound false.
I try and apply this to my art as well.  I attempt to focus on showing emotion.  To me the most interesting aspect of the real world is how people feel and how they face their struggles.  Attempt to show this in all the different mediums i use.


City Statement

My city is based off the city Verona (no relation to the real city) in my first novel Iracundia.  The city was originally started by alchemists (who are able to bend the laws of nature) and is built on a scale that defies both sense and reality.  It rises out of a bay and dwarfs all those who live in it.  there are two super buildings within the city that are cities unto themselves.  In the center of the city lies the Grand Temple of The Church, which has been the center of both philosophical and spiritual thought for the wider world.  Opposite the Grand Temple, out in the Ocean rises the tallest grandest building int he world, The Academy.  This is where alchemists have made their home and enjoy showing their power and skill.  The history and shape of the city as a whole have been influenced by both of these institutions, and the rest of the city has been slowly trying to come up with any achievement worthy of rivaling these two buildings.

Artist & City Statement

Artist Statement:
I'm a violist, (cue viola joke: How do you keep your violin from getting stolen? Put it in a violin case. (Bu-dum-tsss)) an audio engineer, and a pop culture fanatic so some would say that I'm not really an artist at all. (Cue viola joke #2: What's the difference between a viola and an onion? No one cries when you cut up a viola. (Bu-dum-tsssss)) In any case, I just like creating. I've been fortunate enough to create music concrete, foley, live audio mixes, recorded audio mixes, mini-documentaries, short films, and so much more. Everything I've done - no matter the medium - has pop-culture references around every corner and almost all of my work since 2012 has included references to the masterpiece hip-hopera "Trapped in the Closet" by R.Kelly. (So be on the lookout.)

City Statement:
I love urban environments. I would never want to live in one, but looking at them is fascinating. (Full disclosure: my obsession may have started with R. Kelly's "Trapped in the Closet") I also love dystopian environments. I've always wanted to visit an abandoned amusement park/city and just see how nature has taken over. There's something so haunting about areas that used to be so heavily populated that are now deserted. At its core, my city is "I am Legend" meets "Trapped in the Closet."

Artist and City Statement

Artist Statement: 
My work takes inspiration from stories I’ve read, seen, and written. I’m interested especially in fantasy and science-fiction genres, which thus are incorporated into much of my work. Combining the two, as well, is something I am also working towards. I create a number of character designs and am working towards creating more environmental pieces as well. I believe in taking inspiration from almost anything and frequently am inspired by video games especially.

City Statement:

This city is one that constantly sees rebirth. It has stood for centuries and seen the changes that time brings. With the major changes in architectural styles, it is rebuilt from its metaphorical center, the castle at its end, outwards. The very edges of the style before the next rebuilding are left behind, leaving a piece of its history behind. Now the time has come where the castle is a cross between medieval and futuristic while everything else acts as a reminder of what came before, with the oldest pieces even starting to crumble and decay from the wear of time.

Artist/City Statement Adrianna White

Artist Statement:

The mind has many different thoughts that can be hard to express; art is a form of expression that helps these ideas become visible. My art is based on thoughts in my mind that I struggle to verbalize. It is full of nature based ideas revolving around the concept that the forest is our playground and time is never-ending. With every art piece, I incorporate my own vision of nature and what it means to me.

City Statement: 

My city has taken on most of the ideas in my mind where you are walking around an endless forest. This forest is filled with nature and buildings that have been incorporated or have adapted to their surroundings. It is fun but calm and eerie at the same time. There is a sense of puzzling relaxation as you wander due to the perplexing scale of the city.

Tuesday, March 7, 2017

Artist and City Statement


Artist statement:

“What is art?” I was asked at a young age. My interest and curiosity blossomed. Anything is art, relative to perception. Art is in, on, and around everything. My subject matter often reflects my love for technology, nature, and all things deemed strange. All of these subjects are as prevalent as art; you cannot escape them, and great joy can be found by embracing them.

City statement:

By bringing a carnival atmosphere to a city, the interplay between childhood and adulthood is questioned. As children, fun is of utmost value. I recall being overjoyed while exploring a funhouse, where nothing was as it seemed. Things were strange simply because they could be.
As we transition to adulthood, fun becomes much less of a priority. Strange is no longer suitable; we prioritize efficiency, order, and predictability. My city takes this same transition. What seems to be an endless adventure through a city-wide funhouse soon becomes more of a haunted one.

Monday, March 6, 2017

Summary of todays and Weds class (what was projected in class today)

  • Both the game and the architecture board is due today
  • Bring stuff up on your computer
  • I will meet one on one today, give you a grade and we will do class critique on Weds
  • I also want to see your drawings, talk about your work. 
  • I don’t expect it to be totally ready but you will get a grade or two lowered down if not much has been done.
  • Those who did the most work/ spent extra time in lab/ at home, get the better grade
  • You do get two more days to finesse’ the pieces/ get it ready for class crit on Weds. 
  • Essentially today will be a lab day, extra couple of days to tweak your work
  • Might be able to make a few extra  points (B - to B for example)  the next two days….. 
  • No more 3D printing for a bit. Unless on the queue.Letting Nicole and her class catch up. 
  • Your papers have been logged in, but will be graded over spring break. 
  • Brief note on the next phase. Which starts next week. 
  • Will be a focus on Unity. Still will make objects in Maya. Will start importing into Unity 
  • In Unity you will also do most of your coloring, texturing painting, and rendering….  
  • Material run. this week
  • Artist and city statement due Weds  ( this is for the exhibit as well as a grade). 

My Artist Statement

ARTIST STATEMENT
I create sound and video installations, digital photographs, drawings, paintings and performances. My subject matter often focuses on nonlinear narratives set in and around the landscape in which I live and work; in other words, my home and neighborhood. My work also engages the mythical and fantastic as a means to question what is familiar. To this end, I appropriate narrative and thematic elements from literature and historical record. Elfin spirits, conspiracy theories, mythical civilizations, human attempts at achieving utopia, and post apocalyptic dystopia are some examples.
In my current work I explore the idea that nature engenders architecture, which in turn influences how we see and relate to the natural world. Within this dynamic conversation I explore the way community structures have been affected by the interfusion of architecture, space and nature.