Friday, 21 March 2014

2013/14 Artwork

The Act, 2013.

Using film and plaster, along with found objects, The Act aims to venture to a time of abuse in my childhood and confront it. The piece is an interactive installation which invites the viewer to initialise the childhood sound of the music parts. For this piece I have been heavily influenced by the Kafka play Metamorphosis and have used it as a metaphor for myself becoming, like Gregor, the squashed bug. The hands on the wall make the viewer uneasy as they offer the experience to them like a gift, daring them to get involved, and I have taken inspiration from many horror films such as V/H/S/ (2012) and The Hostel part three (2011) to help  get this uneasy feeling across.

‘Could that have been you father,’
‘Where did you get such strength?’
‘You threw that apple so hard it sank into my back,’

(Kafka, Metamorphosis, 1915)

Love me, 2013.

Love me explores the world of the person that is never heard, never acknowledged, and the lengths that they will go to to be accepted. Like in the musical Chicago (Ebb/Fosse 1975) Mr Cellophane can be looked right through exclaiming ‘you never know I’m there’ - whilst donning his red nose and bowler hat, he is still completely invisible.

On approaching ‘space’ this was a feeling that was not new to me, so within my piece I wanted to rediscover this feeling of isolation and desperation within a group of people. Continuing from The Act, 2013, I have chosen to again use multimedia techniques and film to create a highly personal piece of art – the one shot format heightens my vulnerability whereas the lengthy projection exaggerates distance and the splitting of the persona.

I now feel that the artwork I create is more important and has more of a soul, in fact part of mine. I have been that person that craves the attention of others and just wants someone to love at any cost; that can assimilate to your ideals whilst leaving her own behind. Ultimately Love me follows nicely from The Act as the abuse that formed The Act definitely affected the way I am which in turn produced this piece.

Within Love me I have practised with a variety of media, firstly choosing to use plaster, but finally opting for wood in which I created my ‘crowd’. This was very rewarding as it taught me processes such as jig sawing which I had never experienced. It mirrors my earlier work, such as The Box Experiment, 2013, which was heavily involved with the metal manufacturing process.

I have been influenced by the art of projection having researched Tony Oursler’s work The Influence Machine, 2000 as well as this year’s Turner Prize winner Laure Provost with her work Wantee, 2013. Another pop culture reference to Love me would be the Cardigans’ hit Lovefool

“So I cried, and I begged for you
to Love me, love me”

Amy Demented, 2014.

Amy Demented is a look into a person’s mind suffering with dementia. It asks the questions what if you could converse with your older self? What would you say? And would they even remember you? The awkward silences showcase the slow descent into the abyss that is living with dementia.

This piece comes from family experience, having had two family members struck with this affliction as well as being around older people in a care home setting; I have seen the slow deterioration of memory and persona within the people until they are zombie-like shells in chairs 24/7. I also have a similar thing happening to me, being epileptic, I am aware from numerous brain scans that every time I have a fit a portion of my brain cells die. 
It has been interesting using green screen within this piece as super-imposing my ‘younger’ self into the scene with my ‘older self’ was quite a technical challenge but has been very rewarding earning me more developed skills using audio visual means. I have chosen to split the film four ways using external monitors to really exaggerate the conversation between the two ‘selves’, the sketchy pictures within the older selves’ mind and the growing isolation of the demented old lady.
I have looked at many different artists with my research for this piece including the work of William Utermohlen – an artist whom on being diagnosed in 1995 created a timeline of portraits showing his progression into dementia, Tom Hussey and his photos showing images of Alzeimer’s sufferers and offers a glimpse into what they see in the mirror – their former selves. I have also researched Mary Oliver – an artist whose mother tongue piece had her play and film different generations, presented on different television sets so that they seemed to converse.

Following on from Love Me, 2013 and The Act, 2013; I feel this piece has helped me explore performance and film techniques in more detail and distinguished my practice as that of an Audio/Visual artist.

The Brain is Only Temporary, 2014

 This piece also focuses on living with dementia, however it uses the manipulation of  sculpture combined with film as a metaphor for the disease.  As the boiling water drips onto the ice you see the parts of the brain slowly melting away, as with the fire on the wax and the planer on the plaster,  until there is nothing left. It shows the very subtle way dementia involves itself and ultimately takes away a persons memory like a parasite.

This pieces’ longevity shows the long time it takes for dementia to take its hold on the mind, especially in the ice sculpture for the first ten minutes you will see just drips for fractions of a second, creating the metaphor that dementia is just like the dripping of a tap yet by the end of the ice piece the water is poured all over it like a flood, melting any existence of memory. The same is evident in the wax and plaster versions as the flame gradually turns the wax brain to mush as well as the plaster brain is slowly corroded by the planer.

For this piece I had been researching further into the disease looking at dementia charities and speaking to members of the community as well as looking at artists that manipulate materials, such as Ted Reiderer who melted vinyl records into images of skulls to showcase his love of music – the result being clever, yet sinister pieces. I feel ‘The Brain is Only Temporary’ echoes this as it is alerting something I fins very important to me, as well as creating a disturbing yet beautiful image.

Amy Gilbert.


The Brain is Only Temporary (2014).

Pictures from 'The Brain is Only Temporary' (2014). Film, Wax, Plaster, Ice.







Amy Demented (2014)

Pictures from 'Amy Demented' (2014). Film, Installation.





Love me (2013)

Pictures from  'Love Me' (2013) Film, MDF, installation.







The Act (2013)

Pictures from 'The Act' 2013, film, plaster, found objects.







Friday, 23 November 2012

Sculpture 2: The Acrobats of the Apocalypse

This is my second sculpture project focusing on performance, and using a variety of media.


The Acrobats of the apocalypse 2012, Performance, steel, plaster, wood.

Jester 2012. Modrock, chicken wire, ribbon.

Accumulate and disperse: Contemporary print

This is my print project, the theme being accumulation and disperse.

Screen print on satin fabric 2012
16.5 x 11.7 in

Colograph on satin fabric 2012
16.5 x 11.7 in

Colograph on PVC fabric 2012
16.5 x 11.7 in

Colograph on PVC fabric 2012
16.5 x 11.7 in 

Colograph on PVC fabric 2012
16.5 x 11.7 in

Colograph on satin fabric 2012
16.5 x 11.7 in

Colograph on PVC fabric 2012
16.5 x 11.7 in

Colograph on satin fabric 2012
16.5 x 11.7 in

Colograph on PVC fabric 2012
16.5 x 11.7 in

Colograph on satin fabric 2012
16.5 x 11.7 in

screen print on paper 2012
16.5 x 11.7 in

screen prints on fabric 2012
16.5 x 11.7 in
Print Artistic statement:

As a reaction to the brief, Accumulation – Disperse, I first explored all different topics. I went from looking at fame and how easily in this time it is to achieve and lose (looking at 15 minutes of fame, fame the musical etc.) I also explored the ideas of psychological disorders such as hoarding where people accumulate a lot of items and find it difficult to let them go due to emotional ties. Finally I settled on the idea of the magpie and how magpies and jackdaws are fabled to steal shiny and valuable objects. I also linked this to disperse via the term “flying the nest”. Within the workshop sessions I developed this using monoprinting, Drypoint, colograph and Screenprinting techniques. I have been particularly interested in the mono and screen printing techniques in monochrome as they mimic the colours of the magpie and jackdaw. I really enjoyed the ink and system 3 method as it was a quick easy way to make many reproductions and produce a great deal of work. I researched the artist Julia Burns with her animal and bird prints as I believe they are tied to my work. Painting directly onto the screen I have made varied marks to suggest the ragged magpie stealing. I also focused on feathers as we all know how birds, especially chicks, malt. I have also thought about printing onto Perspex style material as well as different types of satin to accentuate the ‘shiny’ attraction magpies and jackdaws have and I have experimented and trialled printing on other fabric and foil. As well as the set topic, I want my work to show that feeling of when an item has been lost – people say things have been stolen by the fairies, or misplaced. I envisage this hoarder of a magpie sitting on a fat nest full of objects and tokens; like a dragon sitting on treasure.

Sculpture 1: Dangerous contents

 Images of my first sculpture project, worked on in a pair. Then the final Group project.

Untitled, Cardboard, chicken wire. 2012


Group project, 2012

I'm back!

So, last time I posted I was just starting my second year on Game Art Design. Now let me say a lot has changed since then!

I am now on the Fine Art Course, a switch I made because really I wasn't flourishing on the Game Design course. The teachers were awesome, and I did grasp some things but really, the technical elements became too much and I had to come to a decision  Do I keep trying on something that is making me ill? or do I swap to something else? Also I thought about where I am happiest. I am happiest at Goldhill Adventure Playground where I am now employed as the 'Art Lady'. So I resolved to study Fine Art and become a teacher myself. Having had very negative experiences with some teachers in my life this is something I am very passionate about and cannot wait to get into.

Also the last time I was here I was just setting up an Abba Tribute and duo - Diva. We are doing really well and have been booked up for the past year! I will post up dates if anyone wants to see!

So to the Art - I am really enjoying myself, especially in the sculpture aspects of the course, I have recently experimented in glass and metal this being my recent effort:


Mermaid test #1 blown glass 2012
I have also been to London and lived in a hostel for four days - this with me being a great achievement! I found I was like the leader of my group going round and was able to translate the London travel network myself. I really excelled making some great friends, something I previously struggled with. 

Us all in London
I am now really happy and cannot wait for the next project, Gravity and grace in which I am thinking of working with giant metal!

Later,


   


Thursday, 6 October 2011

Level Two (woop!)


Hey people :)



Hope you didn't miss me too much :) I had quite the packed summer... from going away to Corfu and Paris (bit of visual design homework = going to the louvre & Corfiot palace hehe) to setting up a new club act Diva: the Abba Experience, which I have gigs for throughout Leicester already - including new years eve...no partying for me (gasp).



 
The Mona Lisa - seen in Paris.
 
       Diva the Abba Experience - I'm on the left.                                            


So here I am at the start of year two, having survived the "first year cull". For a second I'm a bit proud but I know really it's only going to get harder. In this blog I'm going to re-review myself in all areas of the course, this time properly scrutinising how i can make things better.

Visual design

Last year I did quite well in visual design. I had the core skills there and pieces like my self portrait and pumping station I really am proud of. I think towards the end of the year I did lose my focus which is something I need to work on. Part of the reason for this is my anxiety and self belief issues; sometimes up at abbey park or guildhall they made me dig my heels in a bit feeling i wasn't good enough to continue. I feel in this year I will develop my skills further i.e. using colour and perfecting perspective, I am also going to try and conquer my issues with self belief/anxiety using the resources provided to me like Sarah my mentor and my new equipment (laptop, dictorphone, mapping/planning software). I need to reassure myself that I made it through to the second year, that I am good enough to be here and stop comparing myself to others - this is a hard task for me but I think ultimately it will make me feel a lot better and make my drawing improve.

3D

Gradually I am improving in 3D, just looking  at the pictures below you can see -
This was my first time using 3d max - the dalek. As you can see there
were a few problems - I set the reference wrong so I ended up with a
very thin dalek. There also wasn't enough geometry but still a good first
try I thought.
This was the last project I completed from year 1. as you can see
from the wireframe render I've improved a lot - the structure is there
and matches the reference shown. The geometry is cleaner too.


Again with my 3D I believe the one thing holding me back is my fear and anxiety. As soon as I can sort that I believe I will work better. Over the summer and now I am benefiting from a 3rd year mentor and over emails he looks at my progress. Take Tuesday for example; when we first got the 3 briefs at once that was a little too much for me to handle - although after waiting for Heather to finish I approached my dsa mentor and worked out a plan to handle how to get started without panicking. I am first completing the trash project to get it out of the way, then I will have more time to complete the two bigger tasks, also giving me a confidence boost. In our proper session on Friday we will dissect the briefs together - getting this outside help really lets me look at the bigger picture and I know I will do better having a proper plan set out with someone to tackle 3D head on.


Critical studies

I really enjoyed writing the critical studies blogs last year, although I am unsure of how I could improve them except for planning and allocating more time towards them so I can build up more on more topics. 


Looking foward this year I can already detect the changes from fundamental skills to purposeful learning. On Tuesday in 3D the change was evident within the briefs given. They are more professional and allow artistic development as well as all having a deadline of December 6th. The projects seem to be much more student run already, the briefs giving technical specs and outline only, and with that common deadline we have to be more hands on with our own time management & planning. The workload has also increased in visual design and is different to the first year. While going around Abbey park instead of being given the perspective etc. we were told about colour and composition and told to get out there and create a picture. This I did quite enjoy, and knowing I needed to make my visual design better I looked and researched a different way of shading/drawing landscape online (I was drawing outlines which made me get stuck and felt difficult - now with the help of a youtube tutorial I am blocking in trees with shading within thumbnails getting the idea down better). In Critical studies you just have to look at the length of the tutorial on the vle. Instead of a few pages and links we have a paragraph - similar to visual it is trying to get you to be more independent and source own material. This I understand to be part of the 'Purposeful learning' heading onto the 3rd year where 'autonomous learning' makes us totally think for ourselves with little help from lecturers.

So, that was my blog reflecting on myself and the course for year two. my main ambition is to kick the stress and worry, therefore making me a much better student, making my work improve vastly. To do this I will be working with mentors, lecturers and my equipment: setting goals & planning efficiently to stop myself from being afraid. 


I need a montage! 
'Cause even Rocky had a montage :)



Later, 





Monday, 25 April 2011

Freshmen year...what it's over already :O

Hey people!


So this is the last assessed blog (though by no means the last, you'll still have to hear me witter on in personal blogs :P), where I see all my strengths and weaknesses and evaluate the course...so here goes...


The GA course is fantastic. The people we get to hear from and the lessons we have I have really enjoyed. I mean if you know me you'll know I really panic over my skills sometimes - and if you remember the lecture from Blitz with the fox in pants...that really settled me. To know that I didn't have to be so perfect and that that was some of the stuff they were getting; was one of the first things as a first year to truly settle my nerves. So yeah, more awesome industry talks please!


Secondly, I love the visual design lessons especially when we go out to places. This has helped me organise my own little trips as going to say Bradgate park first with a group has given me more confidence to plan such trips. One of my favourite outings was the pumping station, where being a Leicester girl I watched about all the history and really got into drawing the massive wheels - which to date is one of my favourite pieces of work. In areas where I have found difficulty help has been on hand even with one to one help which I really benefited from.

- My pumping station final, a piece of work which via it's quality I think shows how much I enjoyed the day.

3D is good too, although I feel sometimes it is a little fast and hard to pick up straight away; this may be my problem though as I do struggle with it. Constructively, I think the tutorials could be a bit more detailed or made easier to understand, and keep the Guru/grasshopper thing going, it's extremely beneficial to people like me who haven't had all that experience.

The Blog and Critical studies I have really enjoyed - I wish our class would speak up a bit though ;) it's a little quiet! I don't know if you've enjoyed my ramblings but I have found it very fun putting humor into them...especially doing my rave-esque presentation...it really was awesome. I have liked writing about issues to do with gaming (see 'Hello my game is...and I have a problem') and showcasing my other talents i.e. my singing in personal blogs.

So what about me?

Overall, I have had a big adjustment with this course. It is hard going from being excellent to a pool where pretty much everyone is excellent...and then some. My biggest hiccup has to be the 3D stuff, It makes me so stressed that i still can't stick this stuff...although that dosen't mean i'm giving up! After completing like my 10th church today I know i will get this. I'm also looking into what extra tuition is out there and i've been offered some training on a project re-imagining the lost theatre in London (randomly my singing teacher's daughter's husband is a 3D artist running the project :D) so hopefully that'll help too. 

Reflecting on myself I really need to stop worrying and over-thinking things. This is really hard as how I am does make me obsess... but I am trying step by step to manage the feelings of stress about everything. I also think practising better time management can help me achieve better results. A lot of my dilemma relates to my own lack of self confidence also.

So yeah, That was everything on me, myself and the GA from the saff

Later,




Sunday, 3 April 2011

The great outdoors: environments

Hey people!


So environments? After starting shooting for my music video to 'find your way' today (my single with  Lacky C & Duv) I've actually had to think quite carefully about environment today. Environments, in games support the characters and gameplay and are one of the most immersive parts of a game. In some games it can be the shellshocked deserts of Afganistan, in others the colourful simplisitc areas of the Johto region (Pokemon), In our video today it was the Saff streets and the graffiti outside Goldhill park...why? to give the 'hard' attitude of a rap music video.


Films make envionments all the more easy to evaluate and in critical studies we looked at the influences of Edward Hopper on Dark city. Similar to the simple devices I talked about in the character blog, this used the same dreary colour palette of Hopper to convey a grim, ill picture of WW2 America. The city in Dark City is described by Higley as a "murky, nightmarish German expressionist film noir depiction of urban repression and mechanism".



A comparison of the opening shot from Dark City and the works of Edward Hopper, just so you can clearly see the similarities in the colour palette.


So what else can environments tell us? Well they can tell a narrative (as in the scene from Black Hawk down) or even illustrate scale (The Tripods; War of the Worlds). A favourite example of environments of mine is Dr Who. Now It just happens that my other half is a raving Dr Who fanatic - so last wednesday we went to the Dr Who experience (London Olympia). If you haven't been, seriously go it's amazing...but why am i mentioning Dr Who here? Well it's Time and Relative Demension in Space or the TARDIS! Just look at how the TARDIS environment has changed over the years to express the different emotions or outlooks of the doctors. The most significant being the new generation of the doctor, starting with christopher eccleston. The Tardis takes on a more organic (with the coral like beams), rejuvenated outlook and for the first time the doors are on the inside. Also, the dark colour palette suggests the rage inside the doctor. When designing the new TARDIS the organic feel was used to signify the new modern series. Expanding on this even more the updated Matt Smith series sees the TARDIS being enlarged and revamped further with new gadgets and gizmos on the TARDIS console showing the current doctor's flamboyant, erratic nature.


Pictures from the Doctor who experience, London Olympia. The David Tennant/Christopher Ecclestone TARDIS compared to the 1970's version.


Following on from the Art Direction Blog, I also have some pictures from the exhibition showing the art direction offices at the BBC that make Dr Who. They show just how much it takes to get a character or environment sorted:



Pictures I took from the Doctor Who experience showing the BBC offices used for art direction.
And you all thought my moodboards were extensive!


Now let's look at the basis of an environment within a game. I'm looking at Inception.


Now the film is amazing, and if you haven't seen it i would totally recommend it. But what would we do with it if we wanted to make it into a game? An article from World of level design.com explains just how inception is a game level designer's dream:



 "Throughout the film words such as architect, creating levels, worlds, creating boundaries (closed loops) for believable worlds and designing layouts are discussed in Inception."
"Many things in Inception directly relate to level design and creating game worlds. Here is what I learned in Inception about creating worlds.

  • As a level designer you have a chance to build worlds, to design levels. You create a world out of an idea, a single thought you have in your mind. Simple idea becomes something tangible for someone else to experience. Player has a chance to explore your creation. Something that started as a simple idea in your mind can become a game world. Do not ignore a simple idea of a world you want to create. 
  • Continuously create. Never stop creating. Always design and build something new. 
  • Design with story in mind. Make sure the player has an objective you want them to fulfill. Make it clear, make it interesting. 
  • The world you create is about visuals and emotion. The feeling you want the player to experience, reinforced by the visuals. 
  • Never create from memory. Always use reference to create worlds. Use your memory to communicate the feelings of spaces and environments you've been to, but when designing use reference to make the world believable."


Sound familiar? I can pretty much hear Chris reading this! (My Visual Design lecturer for those who don't know). Fully reading this text aligns all the major factors of creating an environment or level, or anything for that matter. Idea, Create,Story,Emotion and Reference are the first tools in creating a believable environment. I mean would you dream of tackling modelling a character without decent reference? this is just like the Edward hopper comparison that was used as reference to create the dark city world. And just look at all the reference and hard work behind the Dr Who designs...

Ultimately, environments screw with our emotions...just like the adverts on tv. They add to the overall feelings we feel - like an artists dummy they bend us with their use of colour, smell and style. 



Later,


PS: the audio 'Find your way' is on youtube: http://www.youtube.com/watch?v=jxAg8uiy4JE
full video coming soon :D