FoD:R 2017 Portfolio

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Foundations of Design : Representation

PORTFOLIO Yongshi Li 817493 Studio 10 - Carl Areskoug



CONTENTS MODULE 1 HOW TO DRAW A CROISSANT MODULE 2 FLATNESS VS PROJECTION MODULE 3 PATTERN VS SURFACE MODULE 4 FRAME VS FIELD


01. HOW TO DRAW A CROISSANT?

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role of representation

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orthographic projection

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measurement

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hatching

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shading

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PERSPECTIVES OF THE CROISSANT.

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PENCIL + FINELINE HATCHING.

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SECTION AXONOMETRIC.

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02. FLATNESS VS PROJECTION.

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point of view

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2D/3D spatial constructions

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perception

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PERSPECTIVES OF THE CROISSANT.

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The idea of shrine on the top of the mountain is ger

nally from the game ‘Monument Valley’ and the game ‘Tengami‘. The shape of moon and stairs in the game are used for reference to my work.

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Two Mario statues are created to emphasize the Mario story for viewers, as to mention the nostalgic atmosphere of the whole world.

The theme I created for the whole world is partial to the ancient Japanese style. As the temple (on the right side) I referred to is a typical Japanese building, all the colors and styles are set for the viewers to immerse into the world created.

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03. PATTERN VS SURFACE.

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digital fabrication

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folding

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3 dimensional paper modeling

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The idea of my work is to visualize and recreate th of Joy Division. The waves of orignal graphic hav could not be unrolled completely. The highest trian and other components are relatively low so that I us some 2D patterns to illustrate. The proportion o

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he album cover ‘Unknown Pleasures’ ve been triangulated, as the curves ngle represents the peak of the wave sed trapezoid, small triangles as well as of 3D and 2D pattern is about 7:3.

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04. FRAME VS FIELD.

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notation

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perspectival projection

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concept

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THE STORY + INSPIRATION.

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Since the ‘unequal mirrored world‘ has became the main theme of the story, I would like to create a world which is mostly based on the description of the landscape - a world on the shores of a lake, but rather than just literally put two worlds together separating them by the lake, I prefer to work with indoor scenes as to emphasize the Old Quad building - so two worlds are decided to be separated age would not be considered as it might cause the destruction of the aesthetic balance in a B&W

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OLD QUAD ISOMETRIC WITH NOTATION.

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tures and emotions of the inhabitants living above the glass show a great contrast to those who live below - desperation and harmony, lust and mercy. There is no crossover between each other,

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This scene is intended to depict a close-up shot for a character, who played a key role in the whole story A girl got tired of wondering this ruined city, when she just noticed that vast sculpture of polished marble, everything even paused a second for her astonishment. ’They are twins.’, she murmured. Look- ing over the glittering pond in front of the marble, she noticed, a lady who has almost the perfect symmetry, just staring at her with a familiar yet unreadable face. The plot is designed to be a prompt to the readers that the girl found the connection and riddles between two worlds that need to be demystied.

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REFLECTION. My understanding and enthusiasm towards to design has been especially in respect of the historical and philosophical perspectives homogenous space, orthographic space, and the perspectival limi-

It was such a journey that my skills into technical drawing as well as integrated prototype model making was developed, as I started to mention my new developed capabilities in the digital model making software of Rhino3D, and skills in the Adobe suite for purpose of ima beginner, they still present the capabilities that each of these tools, both physical and digital, had for being integrated into a cohesive

I believe that I did push myself enough for each of the modules, outcomes were still disappointing - such as in module 2, I failed to recreate the elevation from the original Mario world therefore the

As mentioned in the title of this subject, the foundation of representa-

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