concept art
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2021 ◽  
Vol 26 (2) ◽  
pp. 217-226
Author(s):  
Olga I. Scherbinina

The article deals with the historical novels reception of Howard Fast (a writer who was extremely popular in the 1950s, though he is almost forgotten now) in the Soviet Union. Once a USA Communist Party member loyal to the USSR, he became a fierce opponent of Soviet communism. The analysis of the American context uncovers the reasons why the author of left-wing beliefs turned to the genre of a historical novel and peculiarities of the literary market he faced. A close study of Soviet reviews demonstrates that the novels The Last Frontier and The Freedom Road were perceived by Soviet literary critics as Fasts protest against racial discrimination and growing right-wing sentiment. These problems were a matter of urgency against the background of the McCarthy campaign, which Fast fell victim to in 1947. His novel The Freedom Road was put on the stage in Moscow theaters. According to Soviet reviewers, the absence of decadent primitivism set Fast apart from other once-friendly Soviet writers such as Richard Wright and Claude McKay. Within this tradition of exoticism criticism, dating back to the 1920s and 1930s, novels about distant lands were highly appreciated only when ethnographic descriptions were used for consistent social criticism. Being a committed supporter of the concept art as a weapon developed in the Soviet Union, Fast perceived exaggerated exoticism, top-heavy descriptions of historical novels as a sign of escapist literature that ignores the method of dialectical materialism.


2021 ◽  
Vol 2 (1) ◽  
pp. 40-45
Author(s):  
Adrian Pratama ◽  
Alfiansyah Zulkarnain

This paper contains the process of designing a visual concept of assimilation of traditional clothing designs with science fiction from the adaptation of Tere Liye's novel Bumi using the sequence of Armand Serrano's processes in making concept art. This visual concept design process aims to create a visual concept that is in accordance with the content and context of the story and can be used as a reference in creating a visual appearance that is coherent with the source of the adaptation. The study stage began by analyzing the content of the literature that had been collected using McCloud's Backstory method continued with context analysis using Charles Sanders Peirce's literature and semiotics studies and finally searching and developing keywords using the Words Association Network method.


2021 ◽  
Author(s):  
Tiancheng San ◽  
Koji Mikami ◽  
Yoshihisa Kanematsu
Keyword(s):  

Author(s):  
Kateryna Osadcha ◽  
Victoriia Baluta

The development of digital technologies leads to a variety of pictorial arts. With the advent of computer technology and communication technologies, areas such as computer graphics, computer and digital design, and phenomena such as digital art have emerged. The article analyzes these concepts, which provided an opportunity for further study. Based on the analysis of Internet resources on digital art, the following main trends are identified: virtual art, 3D printing, open source software, art of artificial intelligence, a combination of 2D animation and modern technologies, 3D painting, UX / UI design, game design, concept art and character design. Examples of reflection these tendencies in modern art are given. Given the selected trends, it is shown how they affect the content of training in computer graphics and digital design for students of the educational program "Digital Design" (list of compulsory and optional educational components, the content of educational practice). It is noted that to successfully work with computer graphics, students need to master traditional knowledge of pictorial arts (the concept of composition, color, perspective, proportions, shadows) and the ability to use them to create digital products using computer programs (2D graphic editors and 3D graphics) and digital technology (graphics tablet, personal and personal computer, projection equipment, camera, devices for VR and AR reality, scanner and printer, including 3D scanner and 3D printer).


2021 ◽  
Vol 10 (78) ◽  

Computer games, which cover a large part of today's entertainment world, are increasingly important in digital media. With the developments in technology, computer game design has moved to different dimensions in the game industry. From a visual point of view, the line between games and real life has become very thin. The fact that the visual features of computer games are creative, unique and innovative beyond the relationship with the genre and main elements of the games brings the concept design of the game to the fore. Concept designers who can blend creative ideas with visual designs are needed in the production of computer games. The fact that concept design, the idea and visual expression at the beginning of the projects are seen as the most important stage in the computer game industry and many business areas, carefully reveals the place of this field in the sector. During the preparation of this study, the limitation of the studies and texts on concept design was seen as a problem. scientific studies on the profession's perception of the concept of design in Turkey could not be found. It is hoped that this study, which examines the current perception of this profession, will serve as a reference to other researches and researchers and contribute to the raising of awareness about this field in the society. Keywords: Concept design, graphic design, job perception, concept art, computer game graphics


2020 ◽  
pp. 134-147
Author(s):  
Sofiya Varetska

The article considers a problem of the arts interaction, which is a characteristic feature of German expressionism. It analyzes works of gifted expressionists, which are fulfilling themselves not only as writers, but as painters too and vice versa. All attention is paid to such figures of expressionism as Oscar Kokoschka, Franz Kafka, Alfred Kubin. The article argues that the power of talent of such artists is so great that self-realization in one of the arts is not enough for them, and therefore they actively use the opportunity to reveal the facets of their giftedness not only verbally, but also visually, alternately changing brushes to pen. Such a synthesis is quite productive because these works are enriched by narrative thematic motifs, genre varieties, a figurative vision of reality, compositional figures of the material organization, etc. It is proved that the expressionists did not follow the modernist concept “Art for the sake of art”, yet for them a human is with his fears, complexes and visions in the center. Thus, the main aim of an artist is using various artistic means to show a sacred inner world where in contrast to the real philistine life a spiritual unity and harmony do exist. In a combination of text, drawing or music, or, like Kokoschka’s light and paint, expressionists try to convey through multimedia the sensual and sacred that arises for them as the purpose of existence.


Author(s):  
Jonathan Alexander ◽  
Brian Alvin Hananto

Di jaman informasi, manusia mengalami percepatan yang sangat tinggi dalam kemampuan mengakses informasi dan pengetahuan yang menciptakan perubahan sosial yang signifikan, terlebih kepada anak-anak dalam tahap “Early Childhood Development”. Menanggapi isu tersebut, akan dibuat sebuah perancangan film animasi pendek. Perancangan ini dimulai dari skrip, storyboard, concept art, pembuatan aset 3D, melukis latar, sampai animasi 3D dan 2D. Semua proses ini dilakukan berdasarkan studi pustaka serta pengaplikasian berbagai teori visual, dari teori mendasar seperti teori warna, dan prinsip desain, sampai dengan teori lebih rumit seperti Mise-en-Scène dan character depth. Tampilan yang dituju film ini adalah animasi 2D stylized, dimana banyak dilakukan gambar manual secara digital. Namun, untuk mempercepat waktu pengerjaan film animasi 2D yang biasanya memakan waktu yang lama, integrasi alur proses animasi 3 pun diciptakan, dimana bagian animasi karakter dilakukan menggunakan alur animasi 3D. Hal tersebut selain membantu mempercepat proses animasi dan revisi, juga membantu menjaga konsistensi bentuk dan volume karakter yang sangat sulit dicapai oleh animasi 2D.


2020 ◽  
Vol 12 (3) ◽  
pp. 314-340
Author(s):  
Simón Marchán Fiz ◽  
Isabel Adey
Keyword(s):  

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