Monday, 26 October 2015

Draft







How has the American Sublime Painting Movement Influenced Video Games Aesthetics?



Extended Essay

William Barrett

1301630

Games Art and Design 2016








“Design is the method of putting form and content together. Design, just as art, has multiple definitions; there is no single definition. Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated.”
Paul Rand










Abstract

This report investigates the fundamentals of aesthetics and how they work on a psychological level. It explores the sublime painting movement of the 19th century and the techniques used by the pioneers of this movement and how the work of these masters has influenced contemporary masters. Using texts created by Edmund Burke’s ‘On The Sublime’ the report explores concept art, where it originated, what it was used for and how it has become popular in digital medias. How have contemporary concept artists been influenced by this important 19th century movement? Modern concept artists have taken influence from this movement, and developed new processes related to these fundamental principals.

Contents page
  • Table of illustrations
  • Introduction
  • Chapter One: Aesthetics
  • Chapter Two: American Sublime
  • Chapter Three: Concept Art
  • Chapter Four: Contemporary Art
  • Conclusion
  • Appendices
  • Bibliography

Table of illustrations

Figure 1: Stannereed, 2007
Figure 2: Leonardo Bonacci (Fibonacci), Fibonacci Spiral, 1202
Figure 3: Richard Fonteneau, 2010
Figure 4: Frederic Edwin Church, The Heart of the Andes, 1859
Figure 5: Sergio Sandoval, Hellboy 2 Concept Art, 2013
Figure 6: Kim Hyeong Seung, 2011
Figure 7: Kim Hyeong Seung, Tera Concept Art (Edited), 2015
Figure 8: Gotham Concept Art, 2011
Figure 9: Hugh Ferriss, 1930
Figure 10: Richard Schmidt, April Thaw Jamaica, Vermont, 1999
Figure 11: John Martin, The Great Day of His Wrath, 1851-53










Introduction

This report examines the work of contemporary concept artists and illustrators comparing their techniques with the masters of the sublime movement of the 1800's. It begins with an investigation of aesthetics and what makes us as people find art appealing, this'll lead onto the work of the sublime movement painters and how they carried out their work and choosing their landscapes. Following onto the work of contemporary concept artists and illustrators and how they have taken influence from these century old techniques. Finally I'll be looking at current examples of concept art and finding who the artists are, where they got their influence and what techniques they may have used similar to those of the sublime movement artists. My conclusion will bring together everything in the report to give a definite answer to my initial question, how the sublime painting movement has influenced contemporary artists, including myself.


Aesthetics

“Good design is obvious. Great design is transparent.”
Joe Sparano

Aesthetics are as much to do with psychology as they are to do with art. The aesthetic properties of something are linked to value, form, experience and beauty. 

“In order to decide whether anything is beautiful or not, we refer the representation, not by the Understanding to the Object for cognition but, by the Imagination (perhaps in conjunction with the Understanding) to the subject, and its feeling of pleasure or pain.”
(Kant 1892)



Description: https://upload.wikimedia.org/wikipedia/commons/thumb/4/44/Golden_ratio_line.svg/220px-Golden_ratio_line.svg.png

Figure 1: Stannered, 2007


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Figure 2: Leonardo Bonacci (Fibonacci), Fibonacci Sprial, 1202

Immanuel Kant summarises aesthetics by writing about it being a term of opinion, if a man says something is pleasing to himself, he cannot be argued with, only when something is said to be pleasing within itself. This means the subject is not beautiful until it is called beautiful by society, having something that’s beautiful within itself relates to the unwritten rules of form. Our brains like odd things; odd numbers, wavy lines, organic shapes. These are things that’ll always be more pleasing to the eye than anything else because they’re rooted.

The golden ratio is a key fundamental in artistic practice. It is a simple idea, when applied, that can allow our brains to make sense of something, this is when we’re most comfortable. Edward Burke, states that when we’re comfortable that’s when we find something beautiful.

De Divina Proportione - (Luca Pacioli 1509). This book explores the mathematical merit of the golden ratio. It is comprised of three separate manuscripts. The compendio divina proportione, this

Key principals of aesthetics have been followed by artists for generations; principals that have remained largely unchanged since their original creation. With these principals and their explanations, they give an artistic anchor to anyone observing the picture. It is important to have reference points and these points have been followed by artists from the renaissance and sublime movements through to today.

A coloured ground; prepping a canvas before you begin. I find a lot of current concept artists do this, whether it’s a gradient backdrop or a block colour, a plain white canvas is rarely seen when a concept piece is begun. The setting of the canvas helps to define a base on which to work on.

Contrast; making things stand out. Contrast will define to the viewer what is and isn’t important. A well contrasted piece will draw your eyes in and around the key features of the painting before the eyesight bleeds into the rest of the painting taking in all of the information.

Composition; keeping your work coherent. As I’ve already mentioned, composition is a key fundamental that’s traced all the way back to Leonardo da Vinci. Creating something that has proper structure in leading the eyes around the piece is key to make a piece of work successful.

Perspective; all about scale. In Edmund Burke’s ‘On The Sublime’, he talks about ‘Magnitude in Building’. This is to do with establishing scale, it takes low to no imagination to tell someone how big something is, and it takes a true artist to show the scale of something. He says you shouldn’t have to be told, you should be able to figure out the grandeur yourself.

“To the sublime in building, greatness of dimension seems requisite; for on a few parts, and those small, the imagination cannot rise to any idea of infinity. No greatness in the manner can effectually compensate for the want of proper dimensions.”

Negative Space; less is more. Knowing where not to paint or where not to put too much detail into a piece of work can be vital to it being read correctly. One of the more clever and effective ways to use negative space is in logo design.

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Figure 3: Richard Fonteneau, 2010

This particular example is extremely well done, within its negative space, it creates a spartan helmet from a man playing golf. This is an effective use of negative space.

American Sublime

“Whatever is fitted in any sort to excite the ideas of pain or danger, that is to say, whatever is in any sort terrible, or is conversant with terrible objects, or operates in a manner analogous to terror, is a source of the sublime.”
Edmund Burke

These principles demonstrate that paintings are more than just creating something that is pretty. They push the boundaries of purpose resulting in the communication of a deeper meaning. Contemporary concept artists and sublime painters share the quality of creating solutions to structure a finished piece of visually inspiring work. Contemporary concept art harnesses the qualities of elegant solutions to handling off a design to someone to transform a simple idea into a finalised product. The connection between concept art today and the paintings of the sublime movement is that both have an aesthetic sophistication and deeper meaning.

"The word sublime is part of the discourse of philosophical aesthetics and literary criticism and for many centuries its meanings have been debated and contested. In addition, beyond academic circles, generations of artists, writers, poets and musicians have sought to evoke or respond to the term." Christine Riding This suggests that when considering the 'sublime', it's not applied just to art. Sublime is something that musicians, writers, poets and artists alike strive towards. Something being sublime is also well described as being extraordinary, which is something any creative person would strive for.

Philosopher Edmund Burke describes beautiful and the sublime as two separate things. Beauty being to do with the aesthetics and being well formed, the sublime however has the power to 'compel and destroy us.' 

"The passion caused by the great and sublime in nature . . . is Astonishment; and astonishment is that state of the soul, in which all its motions are suspended, with some degree of horror. In this case the mind is so entirely filled with its object, that it cannot entertain any other." - Edmund Burke

This is what concept art is, or at least the finalised landscapes. They invoke astonishment; they create a world based off someone’s imagination. Edmund Burke makes the point about a contrast of beauty/aesthetics and the sublime; beauty and aesthetics are there to relax the mind and fibres, whereas the sublime is there to do the opposite, to provoke and amaze.

Frederic Edwin Church was a key figure. This movement was all about exploring the unknown and being blown away. Audiences of fine art were after the new and unknown in the 1800's. Church went with the famous naturalist and explorer Alexander von Humbolt on a five year expedition to the new world.

Description: https://upload.wikimedia.org/wikipedia/commons/7/78/Church_Heart_of_the_Andes.jpg


Figure 4: Frederic Edwin Church, The Heart of the Andes 1859

This is a particularly breath-taking piece, 'Heart of the Andes'. This 10ft masterpiece summarises the sublime movement perfectly, everything it represents is in this picture; the vast, untouched unknown.
On a technical level you wouldn't know from looking at it the date of its creation, the understanding of colour, form, aeriel perspective and focal points are extremely sophisticated. It's an incredibly overwhelming piece due to its scale; having viewed this in the 1800's would've been breathtaking as most people would not have seen landscapes such as this as they were widely untouched. Yet the audience not having seen this landscape before would've been irrelevant because of the use of ordinary objects within such as the tree and what appears to be a small shrine to the bottom left. People can connect with these objects and work out the scale themselves. 
Whilst it's overwhelming, it's also tranquil, it's an incredibly relaxing scene and it's easy to imagine the sounds and being within the environment. The only motion within this would've been the waterfall and perhaps some trees blowing in the wind.

Concept Art

Names: Hugh Ferriss, Norman Bel Geddes, Buckminster Fuller, Chesley Bonestell, Raymond Loewy, Charles Eames, Walter Teague, Eero Saarinen, Phillipe Starck, Ettore Sottsass, Luigi Colani, Kelly Johnson, Syd Mead

When did concept art become 'big', when did everyone start using it. The early 80's is when games switched from pong and asteroid type games to adventure games like Loom, Monkey Island, Battle of Britain etc. There's concept art involved in movies too; Alien, Aliens, Tron, Bladerunner, Star Trek, Predator.

"We don't go into the future from zero, we drag the whole past in with us."
Syd Mead

Concept art was born in the mid 50's. It’s all to do with pre-visualisation of a product, concept art is used in the industry to kick start projects, an ignition to the creative process. Concept art is raised on the shoulders of the renaissance and sublime movements; it cherry picks techniques and processes used by the previous masters, creating new ones. The beauty of creation is the recycling of ideas, taking something old and revitalising it into a new concept.

“New business concepts are always, always the product of lucky foresight. That's right - the essential insight doesn't come out of any dirigisme planning process; it comes from some cocktail of happenstance, desire, curiosity, ambition and need. But at the end of the day, there has to be a degree of foresight -- a sense of where new riches lie. So radical innovation is always one part fortuity and one part clearheaded vision.” Gary Hamel 2002

While this is a quote about business, its message carries through. Actors and writers in films never know which line will resonate with audiences, yet quotes from famous lines are part of the popular public consensus. “radical innovation is always one part fortuity and one part clearheaded vision.” Creating something great takes more than technical ability and knowledge, having the creative spark is essential in creating something sublime and memorable.

Syd Mead is a world renowned futurist. He's responsible for a lot of the 80's vision of what the future will look like, he's worked on Tron and Bladerunner. 

"I start with small thumbnail sketches, then refine the best of those into larger, finished drawings using pen. After scanning in the ‘raw’ line drawing, I shade with grayscale felt-tipped markers. I then scan the shaded drawing to produce a digital version which can be colorized. The process is structured, but variable enough to suit whatever the problem happens to be.” Syd Mead 2014

Mead has used techniques that stand up today with his concept art.

"I like the term ‘future proof’. Some of the Le Mans-format vehicle designs I did back in the ’60s still look comfortable alongside current high-end vehicles. The future is a morphed version of what is ‘now’." Syd Mead 2014

This is an important point. Much like the grand paintings from the sublime movement, they still stand up with the best concept art of today because the techniques that were used then are solidified techniques that are still valid today. Concept art is the designing of an idea, a theory. It can be referred to as visual development. For this reason it can be applied to any visual media because its the beginning stages for something creative. Concept art comes under scrutiny, for two reasons; firstly, it's sometimes considered as not actually being 'art', seeing as its merely pre-visualisation. Secondly, a lot of the work under a simple Google Image search; 'concept art', is not concept art. Those are finalised, polished pieces used to market their product. Whilst the idea of the work might be conceptual by content, the media itself has come under several stages of production. This is an important thing to note when looking at 'concept art', as conceptual art is, just that, the conception of ideas.

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Figure 5: Sergio Sandoval, Hellboy 2 Concept Art, 2013

Above in an example of concept art, it's taking a design through multiple variations to determine an absolute, a final design. The artist is putting his ideas into reality. Sergio Sandoval created this artwork for Hellboy 2. It has been laid out to show multiple variations, this is for multiple reasons; comparison, the artist wants to compare the ideas and figure out which is most aesthetically pleasing or practical. Practicality is a large part of design, while something, to look pleasing, sticks to the fundamentals of design, it has to be functional and work with its intended purpose.

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Figure 6: Kim Hyeong Seung, Tera Concept Art, 2011

Above is the art of Kim Hyeong Sung, a Korean artist based in Seoul. Whilst this is concept art, it's not conceptual art that'd be given to a 3D model artist to create something in a game; this is a highly polished piece that'd be used to market the game. It's a stunning piece; he uses clear contrast and definition to help the viewer see the focal point. He uses aesthetic principals such as the golden ratio in this piece. 

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Figure 7: Kim Hyeong Seung, Tera Concept Art (Edited), 2015

Above I've illustrated his use of basic principles. The red line represents his use of the golden ratio, a powerful tool to make something looked balanced. The yellow lines are an important part, they're subliminal direction to keep your eyes in the painting, the jagged rocks and clouds/wisps in the sky. The green lines are a more subtle approach to keep the viewer within the limits of the painting, he's deliberately used high contrast to keep you within the painting, the strong blacks indicate there is no action there, meaning you're not supposed to be looking at that part of the image.

Concept art began in the early 70's and has been going fairly strong ever since. Whilst the media may have changed and over time as concept art is used widely in more fields, the fundamentals of conception have stayed the same.
Around its birth concept art was claimed to not in fact actually be 'art', a lot of the attributes that went along with art such as aesthetics, expression, skill and marketability were all irrelevant within concept art as it was merely used to conceptualise ideas. However concept art within its own right succeeded as one of the many avant-garde movements such as cubism and expressionism purely because it pushed the boundaries of 'art'. This is what art is, it’s not a thing that can be judged and marketed, it’s an idea.

Contemporary Art

I will be studying two separate sets of two paintings, one done by old masters and the others done by current game concept artists. I want to show that the techniques are the same now as they were two hundred years ago.
Hugh Ferriss was an American delineator; looking at his drawings it's very clear to see some similarities in both the technique and the finished result in his work and the work of modern concept artists that create city-scapes.

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Figure 8: Gotham Concept Art, 2011

Above is the concept art for Gotham, and then beneath is a piece of work done by Hugh Ferriss. There are many similarities in both of these pieces. The atmosphere of the two pictures is almost identical, large looming buildings making everything beneath seem minute.
Description: http://img.dare.co.uk/wp/hugh/ferriss_03.jpg

Figure 9: Hugh Ferriss, 1930

Going back to Burke’s observation, an object that is merely large by dimensions is ineffective. In both of these works you get a sense of scale immediately, a technique that's been used by both artists a century apart.

I conducted an interview with an artist at Jagex. He's heard of these masters and knows about their techniques and what makes a painting stand out. Although one point he mentions is that while the philosophers and artists of the past were wishing to create a feeling, Connor has a much more realistic view; "Sure, developers should use whatever mechanism necessary to propel their gameplay, if large rolling hills are just the thing, then perfect." While aesthetics are important in making something appealing, with the games of modern times it is important to make your product stand out and most importantly, sell.
He mentions Richard Schmidt, whilst he's a modern day artist, he still practices the techniques used 2 centuries ago. 
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Figure 10: Richard Schmidt, April Thaw Jamaica, Vermont, 1999

Description: http://www.tate.org.uk/art/images/research/1226_10.jpg

Figure 11: John Martin, The Great Day of His Wrath, 1851-53

John Martin’s The Great Day of His Wrath 1851-3 reaches a point of theatricality beyond just the artistic merit. The sense of grandeur and devastation within this piece is impressive by today’s standards. All of the fundamentals of aesthetics that were stated have been utilised within this painting. According to Frances Fowle the senior curator at the Scottish National Gallery, this painting is the third in Martin’s great triptych, known as the judgement series. It was inspired by St. John the Divine’s fantastic account of the last judgement given in Revelation, the last book of the New Testament. The primary aim being to express the sublime and show the helplessness of man under god’s wrath. It features and entire city being thrown up and into the abyss. “and, lo, there was a great earthquake' and the sun became black as sackcloth of hair, and the moon became as blood; | And the stars of heaven fell unto the earth, even as a fig tree casteth her untimely figs, when she is shaken of a mighty wind. | And the heaven departed as a scroll when it is rolled together; and every mountain and island were moved out of their places.”  (Revelation 6:12-14)Martin follows the description closely, creating a blood-red light casting over the scene. Lightning splitting rocks and mountains crumbling, the biblical proportions are difficult to comprehend. (Fowle 2000)


Conclusion


Appendices


Bibliography

http://www.theartstory.org/movement-conceptual-art.htm
https://ebooks.adelaide.edu.au/b/burke/edmund/sublime/contents.html
http://www.bartleby.com/24/2/
http://www.victorianweb.org/philosophy/sublime/burke.html
http://dictionary.reference.com/browse/aesthetic
http://screencrush.com/early-movie-concept-art/
http://artistryingames.com/concept-art-concept-art-important/
http://howtonotsuckatgamedesign.com/2014/02/lets-get-real-concept-art/
http://willkempartschool.com/about/home1/
http://www.sitepoint.com/a-solid-understanding-of-negative-space/
https://archive.org/details/mettomo00ferr
http://www.videogamesartwork.com/games/batman-arkham-city/gotham-panorama
http://www.tate.org.uk/art/research-publications/the-sublime/christine-riding-and-nigel-llewellyn-british-art-and-the-sublime-r1109418



Monday, 19 October 2015

How has the American Sublime Painting Movement Influenced Video Game Aesthetics?





What are aesthetics
-
History of the American Sublime
-
History of game concept art
-
Game examples
-
Conclusion




aes|thet¦ics
[iːsˈθɛtɪks, ɛs-]

NOUN


a set of principles concerned with the nature and appreciation of beauty.


  • the branch of philosophy which deals with questions of beauty and artistic taste.
Aesthetics can be one of the most, if not the most important part of any game. An aesthetically pleasing game can sometimes make it great.




 "Through remarkable beauty and terrible danger, this short downloadable experience marks one of gaming's most beautiful, most touching achievements."

Journey is, undoubtedly, one of the most visually stunning games on the market today. This game was a success because of it's sleek and clean art style as well as some of the details it paid attention to. When you play it, it's as though every screen shot you could take would be perfectly composed.

    
    
    




What I intend to do is go through what the basics of aesthetics are, then go into the history of the American sublime as portrayed by the old masters. The American sublime also dips into that idea of the unknown and why it mystifies people. What is it that we find so fascinating about these enormous landscapes., e.g. untouched, natural beauty, exploration etc. Then start looking into how that has affected video games. Then, bring that into game examples; games like Skyrim that take on the vast, rolling hills or the dramatic skyline composed of treacherous mountains and immense forests. Or the quiet serenity of an expansive lake that remains untouched. Another example is the game 'Journey', whose main selling point is the stunning visuals and expansive landscape.
I'll wrap it up with a conclusion based around...?


In all cases your report will:


1. Identify a problem or question as the subject of your investigation. 



How has the American Sublime Painting movement that occurred during the 1880's had an impact on modern day, contemporary concept art. Exploring the aspects of the movement and finding parallels between the work of masters such as Frederic Edwin Church and modern day masters; Feng Zhu. Beginning with an analysis of what aesthetics are and the psychology behind them as well as how they influence artistic work. Looking at what the American Sublime is and the meaning of something being sublime as well as what the paintings from this movement have done for future generations. The beginnings of concept art and its relevance in different media today. I’ll finish with current examples of concept landscapes and compare them with landscapes from the 1800’s and look at the basic fundamentals. The conclusion that I reached in answer to my question was that the American Sublime has definitely influenced current concept art and the reason for that is that artistic fundamentals have stayed the same for the past 200 years and that its more to do with psychology than anything artistic.


2. Articulate the relationship between your creative practice and chosen topic of research.


For my studio work, I will be studying the book Magician by Raymond E. Feist. This is a typical fantasy/adventure novel based around a young boy and a magician, as well as two colliding civilisations who find themselves at war. Within creating visuals for this book there will be plenty of opportunities to promote this idea of 'the sublime'. Large realistic landscapes with fantasy twists.


3. Utilise appropriate research methods (visual analysis, interviews, case studies, etc) to enable you to address the issue or issues identified.


I'll be researching into how traditional aesthetics have influenced current games and which of the traits in aesthetics have carried over into various games and how. There will be researched based around finding out how the American sublime came to be.
I'll email people to find out in a first hand way with answers that may not already be out there.


4. Provide evidence of analysis, reflection, evaluation and conclusions.


Analysing the use of old aesthetics in new material, reflection on why these have been put into practice and whether they're still relevant. Evaluating whether they provide meaning for games and why people might connect with them. Concluding whether or not old aesthetics have had a definitive impact on modern video games.


5. Be appropriately structured with an introduction, chapters or sections and a conclusion.


6. Be thoroughly referenced; use images and quotations to reinforce points and support arguments; and include a full bibliography of sources.












http://www.tate.org.uk/whats-on/tate-britain/exhibition/american-sublime/american-sublime-room-guide/american-sublime-room


http://www.thenation.com/article/american-sublime/

https://upload.wikimedia.org/wikipedia/commons/7/78/Church_Heart_of_the_Andes.jpg
https://www.gameinformer.com/games/far_cry_3/b/ps3/default.aspx
http://jonasdero.deviantart.com/art/Land-Of-Skyrim-329803112
http://artrenewal.org/pages/artwork.php?artworkid=882&size=large
http://www.videogamesartwork.com/games/batman-arkham-city/gotham-panorama
http://www.richardschmid.com/Articles.asp?ID=254
http://www.graphicine.com/the-metropolis-of-tomorrow-hugh-ferriss/
http://sergiosandoval.deviantart.com/art/Hellboy-2-Original-concept-art-344205514

http://www.art-spire.com/en/illustration/stunning-illustrations-by-kim-hyeong-seung/