Week 10
In response to the theme of forces, I made 7 looping character animations, with a randomised colour pallet from a pallet generator, all in 10x10 pixel squares with a maximum of 6 frames each.
By limiting myself, I demonstrated that enforcing my own boundaries makes me be creative with space, timing, implied shape and implied texture. In order to be readable, many details had to be properly spaced or coloured within the confines I created, forcing me to use as much material as I had. Fewer visual tools went to waste. I also pushed myself to make unique characters each time, which placed more and more boundaries on what I could do each time.
The final work is similar to classic 8 bit games like pacman but also modern evolutions on 8 bit games, like Celeste, Nameless Cat and Undertale. I especially like works like these which, despite the visual legibility of outlined characters, convey their movements with colour blocking alone, which is what the majority of my designs this week aimed to do. Doing a lot with very little in 8 and 16 bit graphics has often been something I’ve admired in games and pushed myself towards with these works.
These gifs fit into my animation practice by teaching me to convey animated movement with extremely little space and colour, which made me prioritise what types of movement were more necessary, what could be implied and how and what needed to be explicit. They fit into my character design practice as a means of exploring new silhouettes and using implication where definite shapes aren’t possible.
By Holland Kerr
Email Holland Kerr
Published On: 20/05/2021