A collection of work from Cole Eldridge for AVT 180. My goal for all of these assignements was to create works that were more "stream of consciousness" rather than preplanned works. When I work on projects in such a freeform way, I find that is how I get the most creative with the limitations that I'm presented. All of my projects, as a result, don't seem to have much a connection. Whenever I create art, I make it a personal goal to try and do something off the wall an different from most others in order to stand out. I feel that if I create something that says the exact same thing as someone else, then what's the point of doing the exact same thing? I feel that working with such a loose setup gave me the results that I was looking for.
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A collection of portraits used in a group project for a game titled "Spacey Bois." The project was a text based adventure game, with certain segments of the game broken up by puzzles required to progress. At certain points, the player can access an alien social media site to see updates with the world around them. I was tasked with designing the avatars for each alien, and their portraits were utilized for this fictional website.
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Twine Project
https://drive.google.com/open?id=0B5tnetUJM1dYV2hnZUFCMmdiS3c
"The idea I had for this project was to create something akin to an old computer interface, using text coloration and the default black backdrop found in Twine. I wanted to implement code that let the text appear letter by letter, as if it was being typed out, but I was unable to get any code like that to work. I decided to have the “game” troll the player by having the secret message easily accessible, but just out of where the player’s focus is drawn. I then decided to have the secret message discuss the troll face meme as if it was a tool of online warfare specifically to make a dated joke. Troll face is one of the oldest internet memes, so I thought it would be humorous if the message was discussing a conspiracy theory styled origin to the meme."
- Description taken from my write-up for AVT 180
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Audio
Coming off of the glitched image, the gltiched audio here heavily samples Concrete Jungle, both the original and arrange versions of the track from Mega Man 9. I incorporated heavy use of track reversal, very loosely referencing ELO from the glitched image. The speech heard is sampled from JoJo's Bizarre Adventure: Eyes of Heaven, and is the word "Dojyan!" which roughly means "Ta-da!" I found it fitting, given how the song worked well when reversed over itself, and seemed like a magic trick when I got it to work.
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Photo
An image of an Electric Light Orchestra logo glitched for AVT 180, more an exercise in learning to glitch an image rather than a piece with much meaning. ELO is my favorite band, and some of their songs incorporated reversed audio, so I figured that glitching on of their logos was somewhat fitting.
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Processing Projects
https://drive.google.com/open?id=0B5tnetUJM1dYTFY1eGVDS0RWZTg
"For this assignment, I decided to try and emulate more abstract works of art, as that is an area that I am not familiar with. I mostly went with gut instinct, rather than extensive planning while working on this project. I began by creating a rectangle that was 20 units on all sides, at location 20, 20. From here, I began to look into the example projects in Processing to get some inspiration for what to do with this rectangle. I initially wanted the rectangle to bounce around the screen as it was spinning, but I felt that was very predictable. I eventually decided to mess around with scaling the rectangle in different ways, before deciding to have it shrink as it rose into the distance, having it seemingly loop around to the bottom of the screen with a massive scale before repeating the process. I decided to have the rectangle randomly alternate colors with each pass, and to do this, I took another look at the example projects folder. I eventually found a bit of code that alternated color randomly, and modified that code somewhat to fit what I needed for the assignment. Somewhat unintentionally, the color cycle usually started with a dull color and would occasionally display several brighter colors in a row. It was at this point I started to get an idea for a meaning in the project. To add to this meaning, I began to add more rectangles. I started with a few in random locations all around the screen, trying to see what worked best. With how the code was written, these little rectangles would change color in tandem with the scaling rectangle, and I decided to try and use that to my advantage. I would try placing rectangles outside the path of the scaling rectangle, but the served little purpose to the piece as a whole. When I placed a rectangle in the path of the scaling rectangle, however, I noticed that Processing had a slight translucence effect when one passed over the other. I then had the idea to make it appear that the scaling rectangle was not just shrinking, but moving. I created three horizontal rectangles, and then scaled them to three different heights and sizes to imply distance. I then added extra rectangles that move in tandem with the scaling rectangle, following upwards as it shrinks and showing a rectangle extending horizontally at the same speed. With that, I had created a purpose and a message with my project, all without any prior planning."
- Description taken from my write-up on this project for AVT 180
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Scratch Projects
https://youtu.be/C9onDBAAmtQ - Tinford Adventure
"I created this project wanting to accentuate the idea of choice in video games, and thought it would be something different if there was a sort of “pick your own path” element. I had created the character of Tinford prior to this assignment to test my ability with pixel art, and decided this would be a good opportunity for me to utilize the character asset. I wanted to have a game where the first choices that pop up are not necessarily the best ones, and the player has to initially pick one of these answers to see what happens. The actions are extreme hyperboles of what someone would naturally think to do in that scenario, being faced with a wall in their path. Much like reality, quickly making a decision might mean you have not made the best possible choice. The more reasonable answer appearing after the player has made both choices represents the trial and error aspect of problem solving, the previous “failures” being more like thoughts of how those events would play out. Despite the exaggerated options of jumping over the wall too high, or trying to break through it, the player’s best option is to jump over the wall at a reasonable height. While the best choice would have been to simply go around the wall, in reality, the game conveys that there are multiple ways of approaching a problem, and that there is more than one way to get to a solution. The fact that the game stops at the success screen is also meant to convey that the problem at hand is solved. There is no need to dwell on the past, as the player has already done everything they possibly could have in that scenario. People have a tendency to look back at events and ask what if they had done something differently, instead of thinking about what they did do, what they did accomplish. I wanted to try and pack a lot into a simple game like this."
- Description taken from my write-up on this project for AVT 180
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