My aim with this project is to create visuals that can feed into the overall artistic aesthetic of my music; building on the broader themes presented in my work through storytelling and world-building, in the hopes that it will help in building up the overall aesthetic of my artist alias ('enys mottet') and the world in which they belong to.
My initial thinking is to take this project in a digital direction. I am particularly drawn to the artificial and cold nature of video game graphics, particularly in games such as 'Grand Theft Auto', 'Metal Gear Solid', 'Just Cause' and 'Garry's Mod' etc.
I am also drawn to the possibility of creating storytelling within these games by not playing the game as intended, e.g., not following the in-built storyline and creating your own narrative through exploration.
After recently having watched 'Grand Theft Hamlet', I also feel very inspired and moved by the personal and social relationships that can be built through the online multiplayer worlds within video games. To meet somebody only as a digital person, with moments of their physical and real life finding their way into conversation:
With this as an initial aesthetic point of interest, I began to research further. The work of multidisciplinary artist 'Klein' and her 'YouTube' channel in particular, resonating with me. I find her channel to be really interesting in its presentation and approach to world building. With seemingly unrelated videos and unfinished series culminating in a broad tapestry of themes surrounding: trauma, identity, loneliness and friendship etc.
I really enjoy the diversity of her work and the terminally online presentation of it through 'YouTube' and countless other, self-made websites:
I am especially drawn to the idea of building the foundations of a longer-lasting 'YouTube' channel, which I could continue to grow in a loose and incremental fashion as I develop as an artist. I have always been fascinated by random, algorithmically recommended, low-subscriber, and view-count 'YouTube' channels, especially with how personal they can be; acting as a brief and highly filtered look into somebody else's life who you don't know. With the creator being able to present a highly focused version of their world.
The 'YouTube' channel of artist 'Dean Blunt', showcases this format through a diversity of digitally archived video work, that lends itself to his musical output. I am inspired by how both 'Dean Blunt' and 'Klein' approach this medium as a way of consolidating the themes of their aesthetic work:
With this as a point of reference to the overall aesthetic and conceptual inspiration for the world I am looking to build, I began to think about what the narrative I am trying to communicate through this medium is.
Some of the themes present within my work so far have included: historical revision, transport poverty, family, inequality, tabula rasa, and austerity.
Werner Herzog's 2019 film 'Family Romance LLC', has influenced my line of thinking on how I could potentially present themes in a way that balances storytelling and also documentary. With several moments of the film feeling like an unsettling hybrid of drama and documentary. Allowing the director to bring to light particular themes in a nuanced way:
In terms of how this approach could inform my own audio-visual practice; I intend to expand on the world and themes, through an exploration into the interview format. Talking with people via online gaming platforms about the physical world and getting their perspective on the current times we are all in.
From there, creating the blend of narrative and documentary by scoring these interviews and stitching the in-game screen recordings to archival media that builds on these themes further.
The music videos of 'Slauson Malone', highlight how I could expand on the footage I source in-game through handwritten and hand-drawn overlays, archive footage, and freeze frames. Culminating in a fast-paced, video collage that builds on the themes of his music. I feel this presentation could also enhance my thematic intention surrounding historical revisionism by scribbling over and editing archive footage to the point where meaning is altered or detached entirely:
Initially, I began by investigating my ideas surrounding world-building within the context of a video game.
'Garry's Mod' is a sandbox video game that allows you to construct worlds in-game through a diversity of user-uploaded and built-in 3D objects. Including skins, props, buildings, maps, and more.
I started by looking into how possible it would be to construct my own custom 3D objects, to then upload to 'Garry's Mod' for use in-game.
As I felt learning 3D modelling was too steep a learning curve for this project, I started to explore how I could implement A.I, in assisting with the construction of these props.
I found 'Meshy' to be the best fit for this. The process entails uploading an image of your choosing. 'Meshy' will then create 4 different 3D constructions of the image. After selecting the best one, it creates a texture file for the object.
After creating the 'obj' file, getting the object into 'Garry's Mod' involved using the programme's 'Crowbar' and 'VTFEdit' to decompile the files and then recompile them within 'Garry's Mod'.
The result:
I then Began to repeat this process with different props and buildings:
Despite the results resembling the photos I was uploading to the A.I system, they felt incohesive amongst the in-game world. In order to do this as I had envisioned, learning 3D modelling would yield the best results, however, that felt like too much of an undertaking at this stage.
Instead, I was keen to create a 3D avatar of myself that I could play within the game. I went about this initially by trying to 3D scan myself - I could then rig this in 'Blender' later on. To do this, you had to take a series of photos in clear and consistent lighting in a complete 360-degree rotation. I tried executing this using a variety of software, with the most successful outcomes happening when using 'IN3D' and 'Meshroom':
Despite countless attempts to get this to work, the outcome would go consistently wrong. Losing details to the point where it resembled me as much as an in-built avatar would. I had some success using 'DAZ Studio' however, getting the model back into 'Blender' to rig and to then put into 'Crowbar' was always flawed and became too hard to troubleshoot due to the scale of the process.
Similarly to constructing props, I began to realise that this was too high of a skill level to execute for this project and would take a lot longer to learn the software needed to execute what I had in mind.
However, what was feasible, was to create a 3D scan of my head. I could then create stills from the in-game footage and edit the 3D scan of my head onto the character in 'Photoshop'.
To create my head scan, I used 'FaceGen Modeller'. By uploading a front and side profile of my head it was able to reconstruct a 3D version of me:
* the player model skin that I used for this was created by the 'Steam' user , 'Roman B.' (https://steamcommunity.com/sharedfiles/filedetails/?id=1276411287)
From here, I was keen to start assembling and curating some of the visuals. I recorded an array of footage, exploring different maps within the game. As I am focused on laying the foundation for a longer-standing series, I felt it was more appropriate to capture the scale of the world, establishing its atmosphere on a macro rather than micro level:
I then began to edit the footage. To give the captured gameplay some more character I decided to experiment with the 'Posterize' and 'Threshold' FX in 'Premiere Pro'.
Once I had edited together the initial draft sequence, I also decided to re-film the footage on my laptop screen using a low-quality camera (the Fujifilm Finepix E500) baking the footage so that it began to look like physical models rather than a video game. I also felt this played into the concept by giving the footage an extremely personal feel:
Following this I began to experiment by adding in footage that I had collected over the years on 'YouTube' , which felt fitting to the narrative. I also re-filmed these clips to match the grain of the rest of the sequence. From here, I started to experiment with what music might work:
At this stage, the sequence felt a bit empty. I was keen to make the archive footage I had collected more cohesive with the gameplay footage I had recorded.
I decided to play further into the collage nature of the video and began to print out different stills from the sequence. Drawing, writing, and vandalising them. I then scanned these images back in and started to edit them into the sequence. Resampling them over and over by changing the exposure, colour, and contrast levels as well as the scale and position:
Stills With Drawings:
The direction this video ended up taking was a lot further away from what I initially had in mind and it felt inappropriate to include any stills with my character in the sequence.
I also felt that there should be a prologue to this montage and a proof of concept as to what could follow.
For the prologue, I decided to do a scripted narration of my character telling a rambling story about a dream he had of what the world used to be like. I took a similar approach to this video, combining archive footage with in-game recordings, this time however, letting the visuals breathe by not drawing over them. I also picked the archive video material with a lot more intention, making sure it matched the dialogue where possible.
(Video entitled: 'is-this-new-york-enys1')
Here is the playlist of the archive footage I ended up cutting up:
Finally, to conclude this initial exploration into building a visual world, I wanted to try and create a proof of concept for what might come after the montage. Looking at how I could present the world on a micro level. I went about this by interviewing a friend of mine in 'Garry's Mod' and chopping up the interview to create a vague monologue that thematically tied into the world. I then approached the visuals in a similar manner, layering the gameplay footage with archive footage from 'YouTube', before overlaying the sequence with printed stills and drawings.
(Video entitled: 'is-this-new-york-groundzeroA1')
Here is the playlist of the archive footage I ended up cutting up:
Stills:
All in all, I feel as though this project was a success. I think that I have created the blueprint for a world that will allow me to expand the narrative of my alias 'enys mottet' as I grow as an artist.
With that being said, there is a long way to go in terms of getting the quality of audio-visual media to match what I have envisioned. The main takeaway being to know when and where to draw the line with the editing, as at times the collage approach feels slightly too intense and distracting from the audio.
I also feel that it would still be nice to create a playable 'Garry's Mod' character as well as custom props to make the world feel unique. Devoting some time to learning 3D modelling or finding somebody to collaborate on the project with could go a long way.
As for the extent to which this project feels like a success regarding the audio-visual relationship, I feel as though the atmosphere and tone are in the right ballpark park however, there is definitely room for fine-tuning the relationship so that both mediums can culminate in creating a stronger fusion. This could be done by adding more time-synced moments as well as spending more time in the edit to allow the different elements to breathe.