Drawing with Rhythm

I've been to two life drawing sessions after that first post of drawings. The second session of the year is always painful. Everything feels forced, and the drawings just don't seem to come out right.

But than in the third session. The teaching assistant who gently leads the classes brought in some hand outs which explained drawing with rhythm. Having straight lines sit opposite of curved lines, and having these sets of a straight and a curved line alternate around the body.

It makes the curvature seem to snake around the body, from one side to the other. This is often called rhythm.

I pretty much completely forgot about proportion, or anatomy once I started drawing this way, but it gave my drawings a big boost of vitality that they had been lacking.








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Kyler

Life Drawing Restart

It has been quite a while since I have been able to attend life drawing sessions. This year I have the time.







Kyler

Graphics

I had a discussion today with my roommate about graphics in video games.

I thought that it was the limited simple graphics of Minecraft, which made it such an appealing game. He thought that I was missing the point. The reason Minecraft was good was because the underlying world simulation was more interesting than most modern games, which was what lead it to being a more interesting game. He felt that any graphic improvements to Minecraft, as long as it retained the same underlying complexity would only serve to improve the game.

For some reason this didn't feel like a compelling hypothesis to me. I felt there was something inherently better about the simple graphics. I made an argument that like in painting, there are many times when simplifying the image results in a stronger image. I felt that you could make graphics higher quality in terms of craft, such as higher resolution, better frame rates, smoother edges, but that making the virtual worlds more "realistic" and detailed would not improve the experience.

He countered with another idea. Everybody who has been playing games for anytime has experienced the fact that in nearly all games that have realistic graphics, in which there is a lot of detail in the world, there is almost no interaction with the world. You can move things, you can't touch things, you can't affecting things. Most of the effort of programming went into making everything look good, instead of giving it life. Thus as a gamer, we have come to link good graphics with limited interaction.

It was than that I realized something, something that I learned in art history.
There are different periods of art history. There was Realism, a time when the most compelling art attempt to reproduce nature, but this lead Impressionism, when artists attempted to capture the Impression of nature. But than artist move to another period and completely forgot about nature and where more interested in the medium and the politics and there was Modernism. Times change based on the art of the time.

And right now, times are changing for video games. A few years ago graphics where one of the most compelling aspects of games, but right now there is a return to limited graphics which support more compelling underpinning structures.

If I had to guess, there will be a resurgence of games that do not rely on the cutting edge of graphics. When there are art historians writing about video game history, they will look back at this and probably be able to name it.

Kyler

Minecraft

I've long had a deep interest in video games, however in the last few years, there have really been few games that felt compelling or interesting.

Until yesterday.

I downloaded a game called Minecraft, it isn't really free, but I haven't had to pay for it yet because it is still in development and I have been playing it offline. I'm fairly sure it is being made by one guy, and it is really the talk of the internet town right now.

Most games give the player a very thin shell of a world to run around in, and fight bad guys. Walls are impenetrable. Objects are unbreakable. Things look right, but they don't react correctly.

In this game, the graphics have been simplified to the point to which they only represent the data which makes up the game. The fundamental data of this game is a three dimensional array of cubes. This array is probably about a thousand cubes, by a thousand cubes, by 200 cubes deep. And each one of those cubes is made of a different material: Rock, ore, sand, water, lava, trees or other such materials.

The game begins by randomizing this array. Hills, mountains and oceans create the surface. Trees, grass and flowers grow on the surface. But the game does not stop at the surface. It randomly generates a world all the way down deep into the earth. Deposits of ore, crystal and lava are placed underground. Rudimentary fluid simulations eat out underground caves.

The player is than dropped into this world. It is a dangerous place, with enemies who will attack, thus the players most viable options is to dig themselves a mine from which to get materials and to hide in.

Creating the mines is an amazingly creative process. It can be done in any way which you chose. You can create a well organized mine slowly slopping down into the earth. Lighting it along the way with torches and placing steps to make it easy to navigate. Or you can dig straight down, hope to hit valuable resources, and than dig yourself out.

I played the game yesterday, and without any intention of having one, I had an adventure. I dug my mine deep into the earth, and suddenly and came upon an underground cave. It was extensive. It was true exploration as I had no idea what lay around the next bend in the darkness. I would hastily place torches as my fear of the dark had been renewed. I actually felt at times like I was hundreds of feet underground.

Soon I had built an underground base, where I could manufacture goods out of the mined ore. When I returned to the surface, I discovered there was also a farming aspect of the game. To rejuvenate health, one must eat, thus I planted some wheat. But wild animals were continually stepping on and eating my wheat. I decided to build a wall to keep them out.

Within a few minutes of beginning this wall for my farm, I realized that I was no longer building a wall, I was designing a castle. It had a torch lined parapet, and stairs leading up to the wall.

It wasn't long before I was beginning to make a lava filled moat.

The graphics in this game are simple, yet the data behind it is complex.

I started the game with empty hands and now have a castle.

Kyler

Shobac Cottages in Nova Scotia

I am currently on a family trip in Nova Scotia. We are in the middle of an architectural dreamscape.







Being at a cottage with my family is a very special experience.

Kyler

Watercolour Drawings

This summer I have been doing a lot of watercolour drawings. They are an essential part of one of the videos that I made. Here are a selection of the best. The whole group can be seen by clicking through to my photo gallery.









Very spontaneous.

Kyler

A Twenty Thousand Kilometer Summer

It has been a vast summer. With my Parks Canada videography job, I have crisscrossed the country in which I live. I have met hundreds of people. Packed my bags countless times.





I will recount my experiences of my trip to Torngat National Park, but I still don't know exactly what to say.

On a basic level, it felt a lot like one of those wonderful childhood camps that many people go too. Campfire songs. Exploration. Humor. Camaraderie. Living in tents.

I'm still not sure what it meant on a grander scale, or if it needs to mean more than that.

Kyler