Thursday, 15 December 2016

Manifesto

Manifesto

For our first task of RIPU we were asked to create something that represented our creative philosophy through an artistic Manifesto. We presented our manifesto as a sort of pseudo exhibition where the students would view and critique are work through post it notes.

I tackled this task in a typical games art manner in that my manifesto was very to the point and tidy, much like how the games industry’s creative pipeline works. It was very apparent that this was not the case with the other manifestos as they were much more fluid and sometimes obscure whereas the games students work was more like info-graphics.

It was very interesting to see how everyone approached their work and it became apparent that as a games student focusing on fitting into the industry, my approach to working and my art was more rigid compared to the majority of students. This is for a purpose however as my role as a character designer means that I have to fit into existing pipelines to work within the game design industry, if I don’t fit into these pipelines then I’m simply an illustrator.

The critiques I received were mostly all positive, complimenting the design of the poster and my approach to designing games. The only comments that could be considered negative or at least something to consider were ‘too industry focused’ and ‘what’s wrong with creating a game you don’t like’. This clashed with my ideals, as first if I’m not industry focused I won’t get work and be able to release the games I want to make. The games industry is very team focused and a single person rarely ever handles creative control. The closest industry in my mind is the film industry. Secondly, in regards to creating games I don’t like, if I don’t find a game entertaining then I can’t work on the better aspects of that game to enhance the experience for the audience. It comes down to whether I feel the game is working and if it’s not I don’t want to slog out a soulless creation I have no faith in.

Ultimately I took the critique on board in that I’m trying to be less focused on what the industry requires of me and focus more on just creation. I will however still only create games I like, there will be days where I will work on projects I dislike for work but given the choice anyone would choose projects they do enjoy.



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