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Adapting visual references in concept art for films and video games in design uncanny monsters 改编电影和电子游戏概念艺术中的视觉参考,设计神秘的怪物
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00093_1
Gianluca Balla
After demonstrating the efficacy of adapting visual references (3D renders and photos) to concept art for high-budget game development and film production, this contribution suggests a specific approach for the digital artist to produce the uncanny valley when designing monsters. This article illustrates the importance of embedding visual references into the artwork for time efficiency, correct use of perspective and establishment of believable textures. In particular, the search for realism shows to be advantageous in design uncanny monsters. Visual references can be manipulated in software such as Photoshop to prepare not only the blueprints for the 3D modelling/sculpting stage but also to design the special effects makeup for live-action monsters. This contribution fills a gap between our current understanding of the uncanny valley and the process of designing characters; it suggests an efficient approach to monster-making for entertainment and sheds a light on contemporary concept art practices. This is important for a dual reason: (a) it moves knowledge forward in the field of the uncanny valley’s applications to concept art since this has not been investigated in depth in other works; (b) it helps professional concept artists in shaping and controlling the uncanniness of antagonistic characters.
在展示了将视觉参考(3D渲染和照片)与高预算游戏开发和电影制作的概念艺术相结合的有效性之后,本文提出了数字艺术家在设计怪物时制作恐怖谷的具体方法。本文阐述了在艺术作品中嵌入视觉参考对于时间效率、正确使用透视和建立可信的纹理的重要性。特别是,在设计神秘怪物时,寻找现实主义是有利的。视觉参考可以在Photoshop等软件中进行操作,不仅可以为3D建模/雕刻阶段准备蓝图,还可以为真人怪物设计特效化妆。这一贡献填补了我们目前对恐怖谷和角色设计过程的理解之间的空白;它提出了一种有效的娱乐怪物制作方法,并为当代概念艺术实践提供了启示。这一点之所以重要,有两个原因:(a)它推动了恐怖谷概念艺术应用领域的知识向前发展,因为这在其他作品中尚未得到深入研究;(b)帮助专业概念艺术家塑造和控制对抗性人物的神秘性。
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引用次数: 0
Jaws, anthropocentrism and cinema as a monster-making machine 《大白鲨》、人类中心主义和作为怪物制造机器的电影
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00087_1
B. Mills
Jaws () is a film in which a shark is depicted as a monster. Readings and analyses of the film routinely describe the shark as a monster, and pleasures associated with the film rest on audiences reading the animal as such. The book the film is adapted from constructs the shark in similar ways, but there are notable differences between the two. This article examines how the film constructs the shark as a monster, with particular reference to differences between the book and film. It focuses specifically on the story-telling and representational norms associated with each medium, indicating how cinema’s centring of the audio-visual is fundamental to its monster-making processes. Drawing on work from the ‘animal turn’ this article demonstrates cinema’s embedded anthropocentrism and points to the implications this has for non-humans outside of cinema.
《大白鲨》是一部把鲨鱼描绘成怪物的电影。对这部电影的阅读和分析通常将鲨鱼描述为怪物,而与这部电影相关的乐趣在于观众将这种动物视为怪物。改编自原著的电影以类似的方式构建了鲨鱼,但两者之间存在显著差异。本文探讨了电影是如何将鲨鱼塑造成怪物的,并特别提到了书和电影之间的差异。它特别关注与每种媒介相关的故事讲述和表现规范,表明电影以视听为中心是其怪物制作过程的基础。从“动物转向”的作品中,本文展示了电影中嵌入的人类中心主义,并指出了这对电影之外的非人类的影响。
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引用次数: 0
Television Series as Literature, Winckler Reto and Huertas-Martín Víctor (eds) (2021) 作为文学的电视剧,温克勒·雷托和Huertas-Martín Víctor(编辑)(2021)
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00096_5
Lucia Esposito
Review of: Television Series as Literature, Winckler Reto and Huertas-Martín Víctor (eds) (2021) London: Palgrave Macmillan, 355 pp., ISBN 978-9-81154-719-5, p/bk, £39.99
评论》:Television译本史》(英语),《圣经#,只要作百科系列Winckler Reto, and 2021都Huertas-Martín维克托(eds)(实现),社长职务由麦克米伦伦敦:Palgrave, 355超越自我。,ISBN 978-9-81154-719-5, p / bk工作,英镑39.99
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引用次数: 0
The Reproachful Head of the Green Knight: Exploring the eerie, liminality, deep time and duration in ‘Sir Gawain and the Green Knight’ 绿骑士的责备之头:探索《高文爵士与绿骑士》中的怪诞、模糊、深刻的时间和持续时间
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00089_1
M. Eden
The outcomes presented in this article represent a body of fine artworks that respond to the medieval poem ‘Sir Gawain and the Green Knight’ (c.1380), culminating in the realization of the monstrous head of the Green Knight. I outline influences from an extended base of film, and television, including direct adaptations of the poem, and thematically relevant sources that include analogous narratives; as well as looking at fine art sculpture and painting that have informed my making strategies. I also discuss my theoretical framing of the poem which asserts the Green Knight as an eerie agent of temporality. The relationship between liminal space and monstrous intrusion on the subject is explored, looking to French philosopher Henri Bergson and English writer and cultural theorist Mark Fisher to articulate the subjective implications of deep time manifested in monstrosity. The article charts the ways in which academic research has combined with studio practices to develop and enrich ideas, allowing for a dramatic error in production to become an attribute of a finished work.
这篇文章中呈现的结果代表了一系列精美的艺术品,这些艺术品是对中世纪诗歌“高文爵士和绿骑士”(约1380年)的回应,最终实现了绿骑士的怪物头。我概述了电影和电视的影响,包括对这首诗的直接改编,以及包含类似叙事的主题相关来源;此外,我还研究了美术雕塑和绘画,这些都为我的创作策略提供了信息。我还讨论了我对这首诗的理论框架,这首诗断言绿骑士是一种怪异的暂时代理人。作者通过法国哲学家亨利·柏格森和英国作家兼文化理论家马克·费舍尔的观点,探讨了阈限空间和怪物入侵之间的关系,阐明了在怪物中表现出来的深度时间的主观含义。这篇文章描绘了学术研究与工作室实践相结合的方式,以发展和丰富想法,允许制作中的戏剧性错误成为完成作品的属性。
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引用次数: 0
Wendigo, vampires and Lovecraft: Intertextual monstrosity and cultural otherness in video games Wendigo, vampires和Lovecraft:电子游戏中的互文怪物和文化差异性
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00092_1
André Cowen
Civilization has, since its inception, employed mythical or deified entities in place of the unknown. Folklore and mythology are the culmination of such beliefs, providing lessons or logic behind behavioural patterns within the society of the time, with the Epic of Gilgamesh (Anon. c.2100 BC) producing a narrative precedence that ‘[n]ature is the opposing pole of the human’. However, the roles of such tales, and hence their monsters, have adapted as humans came to understand more of the world around them. Tchaprazov suggests that Stoker’s Dracula (Stoker 1897) emphasizes ‘that the Slovaks stand both culturally and geographically opposite to the West’, producing social narratives relating to a cultural ‘Other’. Within this article I explore how monsters, based on regional folklore, within video game adaptations such as The Witcher: Enhanced Edition (CD Projekt Red 2008) and Metro 2033 Redux (4A Games 2014) are depicted as a nature-based ‘other’, especially as opposed to the player-character. Furthermore, I look at the cultural implications of contrasting modern depictions, such as the wendigo within Until Dawn (Supermassive Games 2015) and other transmorphic entities. Finally, I suggest that the intersection of culture and folklore within the ‘brickmaker’s village’ in The Witcher: Enhanced Edition is a hybridized adaptation which simultaneously adapts Lovecraft’s The Shadow over Innsmouth (Lovecraft 1931) and the Slavic folklore of the vodyanoy, whilst also challenging what Švelch calls a ‘conceptualization of monstrosity’.
文明从一开始就使用神话或神化的实体来代替未知。民间传说和神话是这种信仰的顶峰,为当时社会的行为模式提供了教训或逻辑,如吉尔伽美什史诗(约2100年)产生了一种“自然是人类的对立面”的叙事先例。然而,随着人类对周围世界的了解越来越多,这些故事的角色以及故事中的怪物已经发生了变化。Tchaprazov认为斯托克的《德古拉》(Stoker 1897)强调“斯洛伐克人在文化和地理上都与西方相对立”,产生了与文化“他者”相关的社会叙事。在本文中,我将探讨基于地区民间传说的电子游戏改编,如《巫师:增强版》(CD Projekt Red 2008)和《地铁2033 Redux》(4A Games 2014)中的怪物是如何被描绘成基于自然的“他者”,特别是与玩家角色相反。此外,我还着眼于对比现代描绘的文化含义,例如《直到黎明》(Supermassive Games 2015)中的wendigo和其他变形实体。最后,我认为《巫师:强化版》中“砖匠村庄”的文化和民间传说的交叉点是一种混合改编,它同时改编了洛夫克拉夫特的《印斯茅斯的阴影》(洛夫克拉夫特1931)和斯拉夫的巫术民间传说,同时也挑战了Švelch所说的“怪物概念化”。
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引用次数: 0
I’ll be grotesque before your eyes: The expanding monstrousness between Is This Scary? (1993) and Michael Jackson’s Ghosts (1996) 我将在你眼前变得怪诞:这可怕吗?(1993)和迈克尔·杰克逊的《幽灵》(1996)
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00088_1
Sam R. M. Geden
This article examines the role of the monster in the film Michael Jackson’s Ghosts (Stan ) by comparing it to its original unreleased version Is This Scary? (Mick ). Despite on the surface telling very similar stories about an angry mob storming the mansion of the reclusive and eccentric Maestro, its use of monsters and monstrousness changes drastically due to the contexts in which both films were made, namely before and after allegations of child molestation were made against Jackson. Comparing these two films offers a uniquely comprehensive insight into how Jackson perceived himself within society, as well as how and why cultural backlash against him manifested. The article includes a comparative analysis of both films’ characters, themes and shared sequences, supplanted by analysis of Jackson’s life and fluctuating critical reality within these two eras. Ultimately, the article will demonstrate an expansion of Jackson’s understanding of his own media freakishness: acknowledging the societal perceptions that made the allegations against him so believable and using it to advocate for his humanity.
这篇文章研究了电影《迈克尔·杰克逊的幽灵》(斯坦)中怪物的角色,并将其与未发行的原始版本进行了比较。(米克)。尽管表面上讲的是非常相似的故事,一群愤怒的暴徒袭击了这位隐居而古怪的大师的豪宅,但由于两部电影的拍摄背景,即在杰克逊被指控猥亵儿童之前和之后,它对怪物和怪物的使用发生了巨大的变化。通过比较这两部电影,我们可以全面地了解杰克逊是如何看待自己在社会中的地位,以及文化上对他的抵制是如何以及为什么表现出来的。这篇文章包括对两部电影的人物、主题和共同序列的比较分析,取而代之的是对杰克逊的生活和这两个时代波动的批评现实的分析。最终,这篇文章将展示杰克逊对他自己的媒体怪癖的理解的扩展:承认社会观念使对他的指控如此可信,并利用它来倡导他的人性。
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引用次数: 0
The remaking of tokusatsu monsters 重制德摄怪兽
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00090_1
A. Longo
Since the arrival of Godzilla (1954), the science-fiction genre of tokusatsu started booming its monsters by adapting different DIY techniques. The post-war period defined a collaborative effort between artists who worked within limited creative conditions due to economic restraints. They experimented with unusual materials for making monsters and image techniques to create visual effects on the filmed screen. Sculptors, art students, freelance workers and animators started collaborating to discover ways to produce suitmation and strategies to make the monster seem alive. Specifically, in Toho Studios, the Special Effects Department, directed by Tsuburaya Eiji, helped create a generation of monster-making specialists that spread to other studios. Along with Iizuka Sadao, they produced special effects using the animation stand and animation-related techniques, such as optical composition, to create the monster zigzag gleaming rays that became the staple of tokusatsu monsters. The analogue era of monster-making only starts to change from the Heisei Gamera series (1995–2006), where analogue and digital intertwine and culminate in Shin Godzilla (2016). This article investigates the possibilities of monster creation and adaptation and how this challenge created a space for hybrid images in the contemporary Japanese media landscape.
自1954年《哥斯拉》问世以来,德摄科幻流派开始采用不同的DIY技术来打造怪物。战后时期,由于经济限制,艺术家们在有限的创作条件下进行合作。他们尝试用不寻常的材料制作怪物,并用图像技术在电影屏幕上创造视觉效果。雕塑家、艺术学生、自由职业者和动画师开始合作,寻找制作服装和策略的方法,让怪物看起来像活的。具体来说,在东宝工作室,由圆谷英二(Tsuburaya Eiji)领导的特效部帮助培养了一代怪物制作专家,这些专家又传播到了其他工作室。他们与饭冢佐道一起,利用动画台和与动画相关的技术(如光学构图)制作了特效,创造了怪物之字形的闪闪发光的光线,这成为了德摄怪物的主要特征。怪物制作的模拟时代从平成游戏系列(1995-2006)开始改变,模拟和数字交织在一起,并在《新哥斯拉》(2016)中达到高潮。本文探讨了怪物创作和改编的可能性,以及这种挑战如何在当代日本媒体景观中为混合图像创造空间。
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引用次数: 0
The phoenix rises: Peeter Rebane on Firebird 凤凰升起:彼得·雷班在火鸟上
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00095_7
Tom Ue
In this interview, writer – director Peeter Rebane and I discuss his feature Firebird (2021). Set during the Cold War, the film centres on the real-life Sergey Fetisov’s (the film’s co-writer Tom Prior), Roman’s (Oleg Zagorodnii) and Luisa’s (Diana Pozharskaya) love triangle, exploring the decisions they make and their attendant consequences. Rebane and I examine the challenges of filming some extraordinary material – from underwater shots of the young Sergey (Romek Uibopuu) and Dima (Gregory Kibus) to shots of dozens and dozens of people seated in a concert hall, and from flying sequences to theatre ones – on an independent film budget, and how Rebane has retained integrity to the project without making compromises. We attend to the story on which Firebird was based; Rebane’s and Prior’s fidelity to their source material; how they expanded it to show, more prominently, the social and political context in which it is set; and how they altered Luisa’s character to show her perspective. We discuss Rebane’s extensive research into and recreation of the film’s world, which includes meeting with the real-life Sergey, to whom it is dedicated; casting it; and studying documentaries and photos to create costumes for its many actors and extras. Finally, Rebane and I explore the process of distributing Firebird during the COVID-19 pandemic, which has included screening the film at numerous events worldwide. This interview provides insight into both the making and the distribution of this ambitious film adaptation.
在这次采访中,编剧兼导演彼得·雷班和我讨论了他的电影《火鸟》(2021)。影片以冷战时期为背景,围绕谢尔盖·费迪索夫(电影的联合编剧汤姆·普赖尔)、罗曼(奥列格·扎戈罗德尼饰)和路易莎(戴安娜·波扎尔斯卡娅饰)的三角恋展开,探索他们做出的决定以及随之而来的后果。我和Rebane研究了拍摄一些非凡素材的挑战——从年轻的Sergey (Romek Uibopuu饰)和Dima (Gregory Kibus饰)的水下镜头到几十个人坐在音乐厅里的镜头,从飞行镜头到剧院镜头——在独立电影预算下,以及Rebane如何在不妥协的情况下保持项目的完整性。我们关注的是《火鸟》的故事基础;Rebane和Prior对原始材料的忠实度;他们如何扩展它,更突出地展示它所处的社会和政治背景;以及他们如何改变路易莎的性格来展现她的观点。我们讨论了Rebane对电影世界的广泛研究和娱乐,其中包括与现实生活中的Sergey会面,这是献给他的;铸造;研究纪录片和照片,为众多演员和临时演员制作服装。最后,Rebane和我探讨了在COVID-19大流行期间分发火鸟的过程,其中包括在全球众多活动中放映这部电影。这次采访让我们深入了解了这部雄心勃勃的改编电影的制作和发行过程。
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引用次数: 0
Dr Jekyll and/or Mr Hyde: The two versions of David Edgar’s stage adaptation 化身博士和海德先生:大卫·埃德加改编的两个版本
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00086_1
David Cottis
In 1991, the Royal Shakespeare Company staged David Edgar’s The Strange Case of Dr Jekyll and Mr Hyde, an adaptation of Robert Louis Stevenson’s 1885 novella, directed by Peter Wood, to a generally negative critical and commercial response. Five years later, the Birmingham Repertory Theatre produced Edgar’s revised version of the play, using the shorter title Dr Jekyll and Mr Hyde, to much more positive reviews, often from the same people. The striking thing about this radically different response is that, apart from a single element, the two scripts are very similar. They can therefore serve almost as a real-life scientific experiment, demonstrating the difference that a single change will make. This article will consider the various choices that an adaptor may make with this story and look at what the different responses to the two versions can tell us about the nature of this story, and possibly about horror and fantasy in general.
1991年,皇家莎士比亚剧团上演了大卫·埃德加的《化身博士怪案》,改编自罗伯特·路易斯·史蒂文森1885年的中篇小说,由彼得·伍德执导,评论界和商界反响普遍不佳。五年后,伯明翰话剧团(Birmingham Repertory Theatre)制作了埃德加的修订版,使用了更短的剧名《化身博士》(Dr Jekyll and Mr Hyde),得到了更积极的评价,而且往往来自同一个人。这两种截然不同的反应的惊人之处在于,除了一个元素之外,这两种剧本非常相似。因此,它们几乎可以作为现实生活中的科学实验,证明一个单一的改变会产生的差异。本文将考虑改编者对这个故事可能做出的各种选择,并看看对两个版本的不同反应可以告诉我们这个故事的本质,以及可能的恐怖和幻想。
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引用次数: 0
Editorial: Making Monsters, Building Terror 社论:制造怪物,制造恐怖
Pub Date : 2023-06-01 DOI: 10.1386/jafp_00085_2
B. Pinsent, Richard J. Hand
This is the editorial for the Special Issue Making Monsters. The Special Issues comes out of my own academic interest and a two-day symposium. This editorial outlines the need for research around the practice of making monsters, placing the production processes needed to make the creatures in horror media as central to the adaptation of monsters into various media forms. It also will introduce the contributors to the Special Issue and briefly lay out their specific approach to this broad and engaging topic, whether that be looking at the practical effects used to bring monsters to the stage and screen or new ways we conceptualize the monstrous in the digital forms.
这是《制造怪物》特刊的社论。《特刊》源于我自己的学术兴趣和一个为期两天的研讨会。这篇社论概述了围绕制作怪物的实践进行研究的必要性,将制作怪物在恐怖媒体中所需的制作过程作为怪物适应各种媒体形式的核心。它还将介绍特刊的撰稿人,并简要介绍他们对这个广泛而引人入胜的话题的具体方法,无论是研究用于将怪物带到舞台和屏幕上的实际效果,还是我们以数字形式概念化怪物的新方法。
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引用次数: 0
期刊
Journal of Adaptation in Film & Performance
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