Target Audience – Ideally, I wish to target young adults/teenagers with my work, this is solely due to the fact that as the second generation currently, I believe that they are the most likely to consider what newer generations may be like after them. This project would take this concept to an extreme, but still provide some compelling and vital principles that they could ruminate on.
Team Roles – The team would solely consist of myself and therefore I would personally do all aspects of research, model creation, lighting and rendering as necessary
“Project Supersede” plans to deal with the concept of replacement. I intend to achieve this through the presentation of a hypothetical dystopia wherein humanity’s vain attempts to combat a growing world population result in the creation of Artificial persons that are created to exist in place of people without sharing the consumption of resources a human would have. I ultimately wanted to portray the hubris and touch upon the horror of being replaced by beings that would outlive us. I also wanted to consider the idea of artificial creations believing themselves to be real, and human themselves. I wanted to convey this through a series of fully rendered scenes in Blender, that would represent the notions here through visual storytelling and context.
Overall, due to this project being a series of rendered 3D models, I would need to undergo a large portion of creative practises to ensure the end result is the highest calibre I can provide.
v Research – Researching and learning what I need to convey this atmosphere
v Concept Art – Mostly consisting of sketches that would help me gauge the composition of the art pieces
v 3D model creation – I’d need to create the 3d model for characters and prominent elements in the renders
v Environment Creation – There would need to be the creation of the backdrop and environmental assets to create a compelling scene
v Lighting – Lighting is vital in ensuring there is a predetermined atmosphere and that the overall piece is pleasant to look at
Overall, my unique selling point is going to stem from its overt use of subtle storytelling through the environment and character design. Additionally, I wanted to attempt to blend visual styles by portraying the perceived reality that Artificial Intelligence sees as an idealised, bright and colour/cartoon world, and that would visual be cut through with a grim setting of realism that represent the reality that was obscured. One of the more prominent ideas I have for a render would utilise a mirror smashed in half, with one half showing this cartoony/ cell-shaded human, and the reality is a robot looking at itself unsure of whether it’s human or not.
For my more prominent inspirations I have drawn ideas that consist of:
◊ “Scythe” Series of books: This book series covers concepts of humanity surpassing the fear of death evidently portraying a utopia, however the series considers dealing with the ideas around an underlying cruelty and injustice that has always been present, and is only visible when you delve further into what the society is built upon. I wish to relay the concept of a utopia that masks a seedy, grim dystopia, unbeknownst to the masses.
◊ “Stray” Videogame: This game deals with the idea of a dystopia, however it’s irrefutably much more wholesome and doesn’t focus on negative aspects of a robot driven society, where humans seem to be extinct. I wish to draw upon this theme, but instead contrast such an idea with a more macabre tone, and leaning into the horror of
On the contrary, my competition may consist of:
◊ “NieR: Autonoma” Videogame: This game shares a lot of thematic resemblance to my concept as it focusses of technology outliving their creators, additionally unbeknownst to them. I’d like to ensure that I vary myself from this. To do so, I intend to lean into the concept of these creations being programmed to masquerade as humans without their knowledge, so when it’s revealed that they have outlived them, existential thoughts set in and they consider, what are they anymore?
Target Audience – For this project I intend to aim for a young adult/teenager audience as that effectively encapsulates the fears they may hold for our next generation. There is no way to consider or foresee what their lives may be like, in contrast to our current ones.
Team Roles – The team would solely consist of myself and therefore I would personally do all aspects of research, model creation, lighting and rendering as necessary
“Project Longing” would surround the idea of pining and yearning for someone or something that never existed in the first place. It would be a short walking simulator game that deals with the concept of the next generation growing up along side AI, something that is very contemporary as the newer generation is currently being raised on or with it, and we currently have no projection as to how this will change the way they live in the future. The game would deal with a young person looking for their sibling only to later realise that they were never a real person, but an intelligence masquerading as flesh and blood. I’d like to face the notion of digital sentience holding true emotion, and lead the audience to query where is the line drawn, could an AI be deserving of our love, and, could someone share a pure love for an AI?
Overall, due to this project being a series of rendered 3D models, I would need to undergo a large portion of creative practises to ensure the end result is the highest calibre I can provide.
v Research – Researching and learning what I need to convey this atmosphere
v Concept Art – This would consist of general designs for areas and character models
v 3D model creation – I’d need to create the 3d model for characters and assets for the environment
v Environment Creation – There would need to be the creation of the backdrop and environmental assets to create a compelling scene
v Lighting – Lighting is vital in ensuring there is a predetermined atmosphere and that the overall piece is pleasant to look at
v Programming – This would be cursory functionality that would only need to ensure the player’s movement is smooth and that they can interact with items, bringing up a small dialogue box
The unique selling point for this project would be its emotive draw and the story it wishes to tell; I’d like to place heavy emphasis on the uncertainty of a life in this near future, and how we may never know what future generations will live like. Additionally, I’d also try to utilise a unique visual style once again, maybe leaning into heavy cell-shaded look with solid colours, but overtly downcast and darker tones to contrast the typical connotations solid colour art styles tend to have.
For my more prominent inspirations I have drawn ideas that consist of:
◊ “Silent Hill 2” Videogame: This game is a walking simulator that manages to tell an emotive and impactful story via similar gameplay as the one I had mentioned prior, it’s a walking game that focusses on puzzles, but also using its story to keep players engaged in the game. This story is effectively conveyed via metaphorical imagery in game that leads players to theorize and query what they’re seeing, and what this could mean in the grand scheme of things. I wish to tell this story in a similar fashion, using metaphors to show and not tell players what is occurring, while also using the story to keep players drawn in, despite the simplistic gameplay.
On the contrary, my competition may consist of:
◊ “Klara and the Sun” Book: This book shares a similar thematic presence to my initial concept. Upon research, I had discovered that this book battles the concept of Artificial Intelligence, but through a truly innocent and unaware lens. The intelligence in this book is deemed a friend and overall, the book battles concepts around love, and what does it mean for something artificial? To ensure that my work is unique in comparison to this, I’d like to ensure that I place focus on the familial connection to this, and consider how deep emotions can run with something that isn’t real in the first place, and doesn’t even know itself to be fake?
Target Audience – For this project I intend to aim for a young adult/teenager audience as that
Team Roles – The team would solely consist of myself and therefore I would personally do all aspects of research, model creation, lighting and rendering as necessary
“Project Artistry” would be a 3D animation that attempts to gauge what the world could look like, were the arts and all forms of creativity usurped, and automated. This is a concept that I often consider and I would like to attempt to convey what would occur if we had no presence of artistry, stories and media due to AI’s overdevelopment leading to it being lost to time. The world wouldn’t look so different, it wouldn’t even be very far into the future, keeping it grounded, but also raising the degree of concern that a reality like isn’t so far off. The animation would be short, since I don’t wish to over plan or extend my abilities, however I really want to convey how a world wouldn’t be enriched or vibrant anymore without art in all forms. I’d like to convey this also using colour grading, contrasting vibrant colours with monotone scenes.
Overall, due to this project being a 3D animation, I would need to undergo a large portion of creative practises to ensure the end result is the highest calibre I can provide.
v Research – Researching and learning what I need to convey this atmosphere
v Concept Art – Mostly consisting of sketches that would help me gauge the composition of the scenes, and storyboard for pacing
v 3D model creation – I’d need to create the 3d model for characters and prominent elements in the animation
v Environment Creation – There would need to be the creation of the backdrop and environmental assets to create a compelling scene
v Lighting – Lighting is vital in ensuring there is a predetermined atmosphere and that the overall piece is pleasant to look at
v Camera Work – I would need to ensure that I plan the potential for camera positioning and how I want to convey the scene to the viewer
v Video editing – I would need to edit the video so that the monotone and coloured videos are placed to effectively convey the narrative
The unique selling point of this animation would be its moral, but also its usage of colour scheme to emphasise the narrative. Monotone scenes would convey how life looks and feels without the presence of creativity, while vibrant high contrast visuals would convey the antithesis, how the world appears with the influence of unbridled creativity and originality. Utilising the visual style to portray narrative elements would be unique and would set my work apart from other animations that may exist.
Similarly, my competition may consist of:
“Fahrenheit 451” book: This book portrays a dystopian future that has outlawed the existence of books, and groups of people called ‘Firemen’ are sent out to destroy any forms of physical literature ever found. The story bears a similarity to my general concept, but it doesn’t have the focus on the technological angle my general idea has, since AI is a more contemporary fear. The book does however, bear the same scope on physical literature and ensuring its preservation amidst a hypothetical future that condemns it. To ensure my work is unique, I wish to make the fear of AI more prevalent and focus on the replacement of artists, as opposed to the art itself
Project Artistry UAL Formatted Proposal