Sunday, 8 November 2009

The Silver City of Amarganth

In this chapter Bastian starts off in the Temple of a Thousand Doors and ends up in alot of different hexagonal rooms with different doors. Then after that goes to the city of Amarganth which is this city built of of different floating houses and a palace which float on barges to protect the city, so everything is made from silver because the lake is sits on dissolves every other material. These were just quick sketches to basically put what idea I had in my head onto paper.


  1. Interim Online Review - Unit 2 : Space 10/11/09

    Hi Farideh,

    I acknowledge that you had an interrupted start to Unit 2, but I can't help observing that you don't seem as 'deep' into it as I would like. While you seem to be developing your ideas re. The Neverending Story, there does seem to be a noticeable lack of development drawings and accompanying thumbnails and the outcomes of your technical classes are in short supply. If you haven't done so already, please refer to Ruben's blog for a sense of what is now expected of you; yes, the blog is an informal space, but it is also a 'project document' and needs to be rationalised and organised accordingly.

    More generally, I'm going to ask you to avoid using a camera to archive your various sketches, as the resulting quality is counter-productive; you're uploading images that can't be viewed in any meaningful sense - that don't really contain any information (as the quality is much too low). As you progress through the course, your blog will very soon become a promotional platform for you and your work, so I encourage you to start taking its presentation and overall 'feel' more seriously - you are represented by it in the outside world.

    In terms of your specific scenes, it is hard for me to contribute practically, as everything seems rather embryonic still. I will of course be looking at your blog throughout the remaining weeks, so I look forward to seeing more drawings posted very soon; however, do remember the 16:9 ratio - I know the drawings you've posted are just 'thoughts out loud', but the filmic 16:9 format should be considered in terms of composition at the earliest stage.

    In terms of your written assignment, The Nightmare Before Christmas is a fine choice, but, as you rightly demonstrate, the aesthetic of the film owes much to earlier cinema; and there's another animator's work in which you might be interested: check out

    I don't know, but I'd put money on the idea that Tim Burton was aware of this animator's work...

    Please see the second comment for general stuff for the written assignment

  2. Written Assignment stuff…

    Some general structural advice regarding framing your essay in the more general context of ‘production design’ – by way of introduction to your specific case-study (i.e. the movie or game of choice), you’ll need to demonstrate your understanding of the purpose of production design/designers in enshrining certain ‘narrative values’ within the look of the production; you should discuss the general aims/objectives/definitions of production design – see below:

    “Before designing anything, the designer develops a "design concept," an overarching metaphor for the film's appearance that governs individual choices. This "concept" may or may not be established in conjunction with the director. Once settled upon, however, it structures all decisions made, helping the art staff to give an individual film visual distinction.”
    Read more:

    You’ll find alternative definitions that you may want to include, but your following analysis of your chosen exemplar should be an in-depth discussion of that ‘overarching metaphor’ that organizes all the various components of the production’s design; you need to be looking for recurring motifs, colour values, use of space, set-design etc. that, collectively, create ‘the look’ and be able to talk insightfully about the narrative contribution of ‘the look’ – i.e. – how does it assist in the audience’s understanding of the narrative or thematic framework.
    IMPORTANT; try and think of your written assignments as ‘complete worlds’ – i.e., that they must contain all information necessary for your reader to follow your discussion coherently. Never presume prior knowledge on the behalf of your reader; do not, for instance, presume that your reader understands or is familiar with ‘Production Design’ – you always need to define your terms WITHIN the essay; likewise with films and games; give their release date, their director etc. Use footnotes to give definitions or information that would otherwise interrupt flow of argument; for instance, if you don’t want to pause rhythm of sentence by giving reader additional information about a particular artist or designer, use a footnote to put this data into the ‘margins’ of the discussion. On Word, goto to Insert and then ‘Footnote’ to install footnote at bottom of page.

    AVOID DESCRIPTION – obviously, you will need to give some plot details to contextualise the scenes you want to discuss, but I don’t want a blow-by-blow account of the game/film; give a brief précis and get on with the ANALYSIS.

    Below is a list of useful websites; use them in addition to other sources of reference (books, docs, making ofs) to SUPPORT your observations; you need to gather EVIDENCE to corroborate with your analysis. GENERIC observations (i.e. ‘stating the bloody obvious’) are to be avoided at all costs. Tell me something I DON’T know!


    The gloves are coming off; the brief asks you to produce 1,500 words… and that’s what want; shortfall assignments will be penalized accordingly – or failed.

    Good Luck! ☺

  3. 16:9 format is the one we use in phtoshop lessons the page size layout