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Foundations of Design : Representation, Sem 1, 2017

PORTFOLIO Bethany Cherry

888218 Studio 23 - Gumji Kang


MEASURED DRAWING OF A CROISSANT How to measure a Croissant? The main technical skill learnt was how to draw and understand axonometric projection. The axonometric projection revealed multiple sides of the croissant without warping the form, hence why this type of isometric projection is often used in architecture, as it allows you viewer to see more information without distorting it. Rendering skills were also applied to describe the texture of the croissants surface and well as a simple outline in pen. To conclude, in Module 1 we treated the croissant like you would a building, to accuratly and effectivly communicate the form, using different views (such as elevation, side and plan) and also sections, to show the interior, while also applying drawing and observational skills.

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PEN OUTLINE PROJECTIONS

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PENCIL RENDERING PROJECTIONS

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NEW MARIO WORLD

The making of new Mario world. The axonometric projection allowed me to explore the hidden space that would not normally be visible in the Mario world. Inspired by Escher’s infinte staircase, i wanted to create a labrinth of pathways and stairs that would lead a player all of the world, so i projected the floating blocks in the original image into a pathway, with a path of blocks stretching behind, revealed in the axo projection. Because this project was inspired by a game where players move, i focused on accomodating this movement, with the pathways leading up and down to hidden staircases in the mountains. Obstacles and rewards such as the Mario plant and the coins were inspired by the originals images given, as was the colour scheme, where i copied the colour palette across.

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The tunnel that takes you in and out of the game. The weight of the line describing the arrows (showing the direction in and out), was much less, which i changed as they were lost as a result.

This plant vine marks the final stretch of the game. The turtle shell, also inspired by the original Mario game is a hidden surprise, as climbing frombelow you cannot see it.

The plants were inspired by the original Mario game and were drawn in axonometric. They add interest to the game and become the obstacle players have to face to get fron one side of the game to the finish.

Taking advantage of the hidden space, the paths that project back, run in secret doors in the mountians, with stair cases leading the players up and down. These paths also connect and the directional lines create a coherent picture.

The paths ‘fronts’ originate from the oringinal Mario World, but in this projected version, extend backwards, revealing the pathway that was hidden from view.

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PAPER LANDSCAPE

The making of new landscape I wanted to capture the organic nature of the land using geometic shapes, and it was this problem that led me to this design. I needed to find another element apart from shape, to capture the nature of the land. Land is unpredictable, it rises and falls, but there is an organic beauty to it. So, i created a symetrical pattern that suggested curving lines from above, that weaved in and out with what i thought was an unpredictable pattern.

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One of the flat planes with double sides tape.

Building the model out of these three triangles on Rhino

One of the designs on Rhino. I liked the roughness of the hills emerging from the flat ground. This led to the valley being created.

This module required a hands on approach, and much time was deticacted to the actual making of the model. I used double sided tape to stick the sides together but unfortunately i found this adhesive not strong enough. Every line had to be cut with a ruler, to achieve the clean and straight line necessary for the sides to meet and the paper not to warp.

One of the patterns i designed on Rhino. It was too boring however, and i later created one with more triangles with no tops, as the holes created another layer of pattern.

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INVISIBLE CITY

Continuous City 2 - trude City of TRUDE The two scenes i chose were the downtown market and the uptown suburbia. In both perspectives, the back ground are scenes of Venice, which i thought appropriate as not only did they fit the scene they also referenced the original sotry, which was Marco Polo describing Venice. Because this city was meant to be infinite, the road Polo travels on loops around the city in a figure 8. For the market scene i included objects that he had described, such as the parcels and goblets, and also added traditional Venetian masks. The suburbs were described as houses that all looked the same an had flower beds on every corner. I chose to take this section literally as I believe it is an accurate description of the world today. One of the main voverlapping points was the signs Polo described to be everywhere, saying the same thing.

Key

Glance Car ride People Perspective 1 Perspective 2 Stare 0

1m

2.5m

5m

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I choose the downtown market scene, which as Polo described, i envisioned with stalls selling goblets and packages, directed by the same signs. The back ground is an image of a venetian courtyard, which references the original con- text of the story. I wanted to create a relatable scene to describe such an old city, hence the modern day figures. Referencing Venice, i also in- cluded the tradition venetian masks for sale on the stands.

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As with perspective 1, i chose a par- ticular scene to depict. Polo’s visit to the suburbs in this infinite city. Unlike the market scene, which has a vari- ety of objects, i wanted to empha- size how the city could be seen from Polo’s eyes as, infinite. The signs and flower beds are repeated on every corner, and in the background, i sourced venetian style house fa- çades and represent the ‘yellow and green houses. I had the idea that the hotel could look the same as the houses, suggested through the signs in the scene.

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IDEA GENERATION PAGES

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REFLECTION

We learnt both the technical side and practical side of design, learning the theory behind why and how we use different computer programs and technical skills. We learnt about the broader picturer behind design decisions, with reference to specidic examples in fields of architecture, graphic design and more. A wide skill set was gained with such broad projects that covered manual model making, digital and technical skills, as well a focus on thnking differently about design solving problems set by these modules. Computer programs illustrator, photoshop and Rhino were utalised, gaining skills in layereing, modelling and creating on the computer. We were also given the oppotunity to digiatlly manipulate images to make them stand out reach the best of their potential and so, gained skills in manipulating images on photoshop. Many poeple encourntered problems with the computer program Rhino as it was a new program that above all, requires practice to use effectivly. Due to this, i myself found i did not test the boundaries and was very unsure. If i were to do it again, i would go further and experiment more. Rhino is an incredibly complicated program but it is essential in the design world. I also believe i was lacking in confidence. In every module i would be afraid to start and hesitated. In retrospect, beginning the day you get the brief is key.

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