School of Film and TV - Theses
Permanent URI for this collection
Now showing 1 - 3 of 3
ItemExplorative sculpture as a creativity support tool for developing characters and stories for animationWallace, Justine ( 2017)This practice-led research examines the use of explorative sculpture as a creativity support tool for developing characters and stories for animated films and video games. The process of constructing three-dimensional representations to visualise and catalyse ideas, is practised in a range of domains, including architecture, fine art and industrial design. These physical representations are sometimes referred to as sketch models, concept models, prototypes, mock-ups or 3D sketches and are used to generate and experiment with ideas during the early conceptualisation phase of the design process. As part of this study, I used explorative sculpture to develop the characters in a screenplay for animation called Kiddo. The resulting explorative sculptures and the story they helped to shape are the central artefacts of the research. The research findings suggest that while explorative sculpture has limitations as a creativity support tool, it also has unique and useful attributes which, when used in combination with other tools, may facilitate the creative process during the early phases of animation and video game development. This study aims to focus and refine my practice as a teacher and maker of animation and games. It was led by my longstanding and persistent proclivity for sculpting, which has been developed across twenty years creating sculpture for museums, stop-motion animation, puppetry, special effects and character design. It was also catalysed when, as a teacher, I perceived a problematic tendency for courses and texts on developing animation and games to privilege text-based approaches to generating ideas. The dissertation that forms part of this study, contextualises explorative sculpture by investigating its use by artists and designers. To examine the process of explorative sculpting in my own practice, I utilised Sullivan’s thinking and making research model. Specifically, I prepared video recordings of my explorative sculpting sessions, during which I verbalised my thinking and decision-making process (Sullivan 2010). I also discuss explorative sculpture considering the following themes: Practicality, Physicality and Touch, Chance, Roughness and Ambiguity and Practitioner Preference. The development of these themes drew on my experience using explorative sculpture as a creativity support tool as well as existing research on cognition, design and creativity. The findings of this study suggest that explorative sculptures are less practical than twodimensional sketching and less useful for rendering a large quantity of rough and ambiguous iterations. However, explorative sculptures, by virtue of their threedimensionality, can convey useful haptic feedback, material qualities and visual information which may facilitate creative responses from students and practitioners of animation and games design. Explorative sculptures also lend themselves well to the incorporation of found objects and the influence of chance. They may also be useful for students and practitioners who benefit from the use of kinaesthetic and visual creativity support tools. I argue then, that explorative sculpting can be a useful creativity support tool for developing characters and stories for animation and games, especially when combined with conventional ideation methods like writing and two-dimensional sketching.
ItemDissenting fiction re-righting law: practice-led research into biopolitics, women’s rights and reproductive justice in EcuadorGalarza, Maria Teresa ( 2017)Through a feature-length screenplay and accompanying dissertation this creative practice as research project addresses questions of biopolitics, women’s rights and reproductive justice. The research focuses on my own country, Ecuador, but alludes to a broader Latin American context. In this research, the practice of fiction screenplay writing configured my own understanding of the addressed issues. Based on this understanding, in the dissertation, reflecting upon “The Ladies Room” screenplay, I formulate an explanation around these issues. The first chapter of the dissertation focuses on the legislative context of “The Ladies Room” story. The second, third, fourth and fifth chapters articulate the possible world the screenplay proposes, relative to our four protagonists, respectively. The first chapter juxtaposes Ecuadorian Constitutional and Criminal Law, and public policy, against international human rights instruments with regard to women’s rights. Through the screenplay’s character of Isabel, the second chapter interrogates reproductive coercion and access to safe abortion, the notion of potentiality (not) to, the institution of motherhood and the practice of mothering. The third chapter revolves around Marcia, and how this female character embodies forms of biopolitical power that discipline the body and regulate the population; this chapter also reflects upon the family as an institution and the differential valuation between productive and reproductive work. In the fourth chapter, I understand Alice as a gendered configuration of Giorgio Agamben’s Homo Sacer, and it is through her that the screenplay investigates the possibilities of speaking and been heard, the historically conflicting appearance of women before law, and contemporary forms of thanatopolitics. The fifth chapter interrogates the notion of “unwanted” children, articulated by the character of a little girl, Karlita. This proposes a reflection about a child, any child, as a being-after-birth, the pure possibility of a life, that is a life-to-be-mothered, characterized by a constitutive relationality. The dissertation’s final chapter argues for the necessity of beings-after-birth to create another form of biopolitics, one that is no longer a technology of power over life, but of power of life.
ItemChaos, order and uncertainty when writing narrative for animationStephenson, Robert ( 2017)Advocating rules for inventing stories circumvents the complete experiences of writing. How can the writer best embrace uncertainty, draw on the known and expose their work to enlivening spontaneity? This research examines four animation projects written under different conditions using different approaches to making the narrative. Each work gradually leads to a direct approach, bringing the writing experience closer to the act of animating.