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YFMM: Rhythm
Rhythm Vocab
Rhythm: caused by patterns in movement. Rhythm controls the pace of action in your story. It can be repeated character types, weapons, or color strategies. Rhythm is created through repetition, alternation, and progression.
Alternating: a form of repetition and is predictable. Alternating rhythm can create tension, such as switching close up head shots of one character arguing with another.
Audio Rhythm: sounds that create patterns such breathing or shooting rounds of ammo.
Conceptual Rhythm: Intensifies, moves along, or calms the story. Conceptual rhythm coordinates visual and audio rhythm with the pace of your story.
Contrasting Rhythm: two or more sounds or motions at obviously different tempos.
Legato: music in a smooth flowing manner, without breaks between notes or a smooth flowing motion.
Polyrhythmic patterns: use of simultaneous contrasting rhythms
Progressive rhythm: a pattern that changes over time to more or less intensity
Repeating: The same thing again and again gives us a feeling of predictability
Rhythm and motion: When a motion repeats, speeds up, slows down it creates a rhythm
Staccato: derived from the Italian verb staccare, meaning "to detach," and can now describe anything - not just sounds - made, done, or happening in an abrupt or disjointed way
Visual Rhythm: When motifs such as lines or shapes repeat visual rhythm forms
YFMM
I am analyzing L.u Over the Wall.
The rhythm in this scene of the movie is exhibited in the motion of the swing. The characters swing in legato-like motions, smooth and repetitive. They utilize the anticipation principle of animation when they reach the maximum height of the swing as the kinetic force pulls them back towards the center of gravity. The swings do not move at the same pace; they contrast in speed and movement, adding a bit of natural flow to the motion as swings do not generally move at the same time.
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YFMM: Emphasis
Emphasis Vocab
Emphasis: Something in a scene dominates. In other words, the designer gives visual priority to part of a scene in order to draw the eye there first.
Contrast: size, color, texture can make one thing stand out from the many things around it.
Focal Point: The focal point demands attention, it is accentuated, contrasted -- the star or the most prominent component of a scene.
Isolation: Feature a single element alone, away from other elements to create emphasis.
One Element: Eliminate everything else in the composition and the thing that’s left will grab the attention such as a bold title or symbol.
Placement: Position your most important design component in a place to grab attention, such as the center of a poster.
Subordination: The focal point has the visual power while other elements of the scene are subordinate.
Whole over Parts: Sometimes we don’t want the eye to go somewhere specifically such as in an establishing shot at the beginning of a story. We want to show an overview of the environment before we jump into the story. We might look at a map with lots of details. The whole map is the important thing. When we select a place on the map to visit, then that spot becomes the focal point and the Emphasis shifts from the whole to the specific. Another example is that the whole game is more important than its levels.
YFMM
I will be analyzing V.anitas no Ca.rte.
The titular character of the series is isolated on the cover, making him the focal point of the illustration. The area around him in the frame is a similar shade of blue as him; the author practically frames him to add focus to his character while the rest of the cover remains subordinate and blank. The subordinate parts of the cover are white, contrasting with how the colors surround the character.
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YFMM: Scale and Proportion
Scale and Proportion Vocab
Scale: the size of one object in relation to other objects in a design.
Aspect Ratio: refers to the proportions of the height and width of an image. It defines its overall shape, and it is usually shown as W:H (W is the width and H is the height).
Geometry: spheres, cubes, cylinders can be used to build more complex objects
Hierarchy: arranged according to importance or power
Human scale: sets the stage for the story happening to human-sized characters
Proportions: the size of the parts compared to the whole. Relativity.
Ratio: a ratio tells us what proportions mean to each other. Measuring one thing in terms of another
Relative: how objects appear in context with each other
YFMM
I will analyze Ca.t Soup.
In this frame, these cats are siblings. The one on the left is larger in proportion to the one on the right, which allows the viewer to assume the cat on the right is the younger sibling. It represents their hierarchy as well; the older, larger cat is the protagonist rather than their sibling. The cats are also child sized, which can be construed from their their size relative to the train they are boarding.
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YFMM: Contrast
Contrast Vocab
Contrast: refers to the arrangement of opposite elements (light vs. dark colors, rough vs. smooth textures, large vs. small shapes, etc.) in a composition so as to create visual interest, excitement and drama.
Contrast: creates variety within a unit, draws the eye to a focal point, creates a sense of adventure or mystery. Contrast is a unifier
Asymmetrical balance: a dynamic compositional strategy in which each side of the axis are distinctly different yet belong to the same story
Symmetrical: a form of balance in which both sides of the axis are the same, a mirror image of each other, creating stability and formality
Contrasting camera angles: Part of your story is how you show as well as how you tell. The camera is your audience’s view of your story and should be well planned to reveal the story in the most effective way possible.
YFMM
I will be analyzing P.andora Hearts by Moc.hizuki Jun.
In this particular piece from the artbook, the girl’s clothing colors contrast with each other. The cloak is a warm, red color while the dress is white with cool blue undertones. On the subject of her clothing, the red cloak is torn and ragged, while the dress looks as though it is pure and untouched, creating contrast in her form. In addition, one of her legs is chained while the other is free from restriction to add asymmetrical balance to the piece.
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YFMM: Unity
Unity Vocab
Unity: an entity that is a systematic whole. A fusion or union of parts in harmony to create a oneness
Alignment: a common axis creates relationship, the line up creates meaning
Beat Boards: used to illustrate major story points before the rest of the storyboard is completed. Beat boards are a series of single drawings that depict key focal points in a scene
Composition: the arrangement of visual elements within a shot. The three basic shot compositions in filmmaking are long-shot, medium-shot, and close-up
Conceptual unity: a palm tree, an ocean beach, and a beer unify around the concept of 'vacation'
Contrast: creates variety within a unit, draws the eye to a focal point, creates drama. Contrast is a unifier
Proximity: closer distances connect elements and far apart elements create separation and sometimes magnetism
Repetition: things that look alike relate to each other. Shapes or colors that recur in the image create rhythm and recognizable situations.
Unifying Strategies: Designers manipulate contrast, repetition, alignment and proximity to create visual unity and to pull a story along.
Visual unity: is a group of repeating or similar elements that create balance or form a structure
YFMM
I am analyzing the anime M/ononoke.
In this gif, there is a very stark contrast between the blotted creature and the rest of the scenery. Its values are low, and it is not as colorful as the rest of the world around it; it clearly is an anomaly and does not belong, thus making it the focal point. The scenery utilizes repetition; the ceiling has a repeated design in each of its tiles, creating rhythm in the image. This one point perspective also aligns towards the creature, placing all focus on it. The composition of the image adds focus to the center, in a medium shot of the protagonist.
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YFMM: Point
Point Vocab
Point: the smallest visual component.
Pixel: the basic unit of programmable color on a computer display. Think of it as a logical - rather than a physical - unit. The physical size of a pixel depends on how you've set the resolution for the display screen. Each visual composition on your screen is made of thousands of illuminated points of hue and value.
Focal point: the feature of a design or work of art that is the most interesting or important or the most strongly emphasized.
The Point: what a player will tell a friend about the game if they like it.
The point: the mission or a moving target.
The point of no return: the point beyond which one must continue on one's current course of action because turning back is dangerous, physically impossible or difficult, or prohibitively expensive.
YFMM
I am reviewing Hello C/harlotte by e/therane.
This is a surreal game that uses a pixel style during gameplay. In this particular piece, the little girl is the focal point of the image. The point of the game is to help the girl find her missing friend.
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YFMM: Pattern and Texture
Pattern Vocab
Pattern: is an arrangement, configuration, array, formation, guide, matrix of repeated forms
Alternating pattern: to occur in succession, such as day alternating with night. To pass back and forth from one state, action, or place to another such as alternate between happiness
Chiaroscuro: is a technique of painting or drawing using a predictable sequence of light and shade to achieve a three-dimensional quality
Collage: technique of an art production, primarily used in the visual arts, where the artwork is made from an assemblage of different forms, thus creating a new whole
Gradient: is continuous change, darkening, lightening, increasing or decreasing color saturation
Grid: a rectangular system of coordinates used in locating the principal elements of a plan and depression
Progressive patterns: create active change, momentum by shifting in a direction, increasing, escalating, or accelerating.
Radial balanced patterns: based on a circle with its design extending from its center
Texture
Texture: the way that something feels when you touch it, how smooth or rough it is
Tactile: tactile textures are physical, touchable textures that you can actually feel on your skin in the real world
Texture mapping: Texture mapping is a process in which a two-dimensional surface, a texture map, is wrapped around a three-dimensional object
Visual texture: an illusion of texture. Pixels or traditional drawing and painting media can be manipulated to give the impression of texture, while the surface actually remains smooth and flat
YFMM
The media I will be analyzing is called I/dentity V. It is a horror game.
Patterns are used to create visual texture, especially for the hair. On the man third from the left, there are swirls on his face to represent his beard, giving of the tactile sense that his beard is curly. The general style for the hair is yarn-like as well. Gradient is often used to shade in this art style. Since this is a 3D game, the textures are mapped around the models to give the illusion of tactile sense.
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YFMM: Motion
Motion Vocab
Motion: action, reaction, energy, what’s happening, gestures, dynamics, mobility, exertion, labor, and progress through space
180-degree rule: a basic guideline regarding the on-screen spatial relationship between a character and another character or object within a scene
Acting to emphasize story: Your character is theatrical, dramatizing, and embodying a personality in a role through their gestural actions
Arrested Action: an action frozen in time. A frozen motion leads to Anticipated Motion. We expect a frozen action to continue to move
Camera motion: Arrows are standard cues, a simple and recognizable way to show motion or progression in a storyboard
Cropped Figure: a great way to show a figure entering or leaving a frame
Kinesthetic empathy: A player’s actual movement responding to action in the game
Line of action: an artistic concept, an invisible line that captures the thrust and vitality of the movement
Motion blur: when your eyes or objects are in motion, the image will suffer from motion blur, resulting in an inability to resolve details
Motion indicators In storyboards: arrows, blurred lines, smears, zooms in and out
Optical Movement: an optical illusion. Although the image is not moving, it appears to move
YFMM
This time, the media I feel is a great example of movement is called The T/atami Galaxy, directed by M/asaaki Yuasa.
In this particular gif, motion blur is employed just as the firework hits to emulate how human perception reacts to explosions; we do not fully see an explosion happening, but a blur of extreme action. From each firework, a line of action can be seen that highlights the movement of the explosives. They are very distinct and contrast against the darkness of the night. This is most well used in the firework that hits the tree. We can clearly see its path of action; it hits the tree head on, before rocketing towards the ground in a swirl.
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YFMM: Space
Space Vocab
Space: an area, expanse, territory, distance or range. Variable spaces expand or contract as our stories unfold
Atmospheric perspective: Value contrast and color saturation decrease with distance. Brightness increases as objects fade further into the background
Diagonal shapes: pulls the eye in a direction to create the illusion of depth
Elliptical perspective: an ellipse is an oval shape. Elliptical perspective provides visual clues to the location of curved surfaces in space
Foreground, middleground, & background: 3 treatments of objects in space to achieve depth. This template for placing and sizing objects in the picture plane shows variations on the foreground, middleground, background configurations
Foreshortening: when an object's dimensions appear shorter when angled toward the viewer. At the same time the part coming toward the viewer is enlarged
Linear Perspective: a system used by artists in which the relative size, shape, and position of objects are determined by drawn or imagined lines converging at a point on the horizon
Overlap: when part of one object is obscured by another object
S-Curve/Winding Path: in an image of a landscape, will draw the eye of the viewer into a perceived distance
Size relationships: objects appear smaller as their distance from the observer increases
Transparency/Opacity: when we feel like we can see objects through a glassy, gauzy, smoky, or dusty layer
Vertical placement: places objects higher up in the composition to appear further away
Volume: is the amount, expanse, extent, magnitude, size, aggregate, bulk, dimensions, or mass of an object
YFMM
The media that I would like to analyze this time is Witch Hat A/telier, by K/amome Shirahama.
In this particular background, overlap is used so that the large tree with stairs is the focal point of the piece. The winding path is not used traditionally on a landscape, as it is used for height rather than distance. The tree takes up the most volume in this background, with its size relationship being relatively larger than most, if not all, of the objects in the scene. The scenery is busy, but not clumped or particularly overwhelming.
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YFMM: Value
Value Vocab
Value in design: lightness or darkness on a scale of white to black (with white being the highest value and black being the lowest value)
Chiaroscuro: the use of strong contrasts between light and dark with bold contrasts affecting a whole composition
Light and dark: Every element in your design has a value from 1% black (almost white) to 100% black. Value is relative to everything in the composition.
Value as emphasis: happens when a strong contrast in value draws attention to itself
Value and space: Designers use dark and light values to create the illusion of light as it falls on objects. Value is used to create the illusion of highlights and shadows. Highlights and shadows combine to create the illusion of a light source. The pattern of light and dark can create dimension, volume, and mass
Value patterns: appear regularly in the world, in human-made design, and even in abstract ideas such as stories. The elements of a pattern repeat in a predictable manner. Night and day is a value pattern common in stories
YFMM
The media I would like to explore on value is called Goodnight P/unpun, by A/sano Inio.
This comic uses values in a mostly negative space to keep a dramatic atmosphere. The values being low contributes to the storytelling, as it is a dark, depressing coming-of-age story about the ups and downs of the titular main character. The artist utilizes every bit of space on the page to keep it busy and full of life. Though the first and second images take place in different times of the day, they still use a lot amount of value to keep the mood dismal as well.
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YFMM: Color
Color Vocab
Visible light spectrum: the segment of the electromagnetic spectrum that the human eye can view
Additive color system: used for colors of light such as light emitted from computers, phone screens, and projectors with RGB as primary colors
Subtractive color system: used for pigments such as ink, dye, and paint with CMYK as primary colors
Color Circle/color wheel: arranges a pattern of hues in a circle and illustrate color strategies
Local Color: the natural color of an object unmodified by adding unrealistic light and shadow or any other distortion
Color to show depth: to use color to separate the foreground, midground, and background planes to create the illusion of depth
Properties of color: hue, saturation, and brightness
Hue: the named colors around the color circle
Saturation: the intensity or purity of a hue
Brightness: the perceived intensity of light coming from a source such as a screen
Color contrast: the difference between 2 or more colors
Color Psychology: is the study of the effect that colors have on emotions, behavior and feelings of people
Symbolism of colors: in art and anthropology, refers to the use of color as a symbol in various cultures
12 Chromatic Strategies
Monochromatic: variations of a single hue
Achromatic: integrates variations of black, white, gray, and a full range of neutrals
Full Spectrum Strategy: represents the full circle of spectral colors by incorporating at least five of the base hues
Achromatic/Chromatic Mix: achromatic colors dominate the composition with a chromatic hue accent
Warm/Cool: Contrasting ‘temperatures’ of warm & cool. Emphasis is on the contrast between warm and cool achromatics: brown - gold (warm), grays - silver (cool)
Saturation Similarities: Hues may vary in this strategy, but all colors must have the same or very similar saturations
Saturation Contrast: Hues may vary but all colors must have significant contrast of saturation
Value Similarities: Hues may vary in this strategy, but all colors have the same or very close values
Value Contrast: Black (or dark desaturated hues) contrast with white (or very desaturated tints of hues)
Complementary Dyad: creates a strong hue contrast. Complementary hues are located directly opposite each other on the color circle
Split Complementary: based on two complements. To create a split complementary color strategy select one hue and contrast it with the hues on either side of its complement, such as R & YG/BG
Tetrad: uses four equilateral hues from the color circle
Triad: uses three equilaterally balanced hues from the color circle, such as primary, secondary, or tertiary
Analogous: collect 2 or 3 neighboring hues on the color circle
YFMM
I would like to explore the music video W/ozwald by Niru K/ajitsu animated by W/ooma (again, omit the slashes). Here’s a link to one of the most well-known covers, since in the original the singer is not human (V/ocaloid).
The video’s color strategy is entirely in an achromatic/chromatic mix; purple and green are used as accents. These accents are complementary, meaning they are directly across each other on the color wheel. Because the video is mostly achromatic, it generally lacks saturation. This means it relies entirely on values and lines to distinguish one object or background from another. It uses darker values to suggest a dark tone to the story in the MV. I feel that psychologically, this video is meant to have a sense of loneliness, as for its lack of hues. Fans have speculated that the objects in color are meant to represent that the object makes the character happy, such as smoking as seen above.
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YFMM: Line and Shape
Vocabulary
Line Vocab
Line: A mark that can be straight, curved, angled, etc. They can be used to make 2D or 3D shapes
Contour: These lines indicate edges or volume of an object
Diagonal: Useful for indicating vanishing points
Dutch Tilt: A type of camera angle that has a noticeable tilt on the camera’s x-axis
Explicit: Clear and obvious lines
Implied: Lines that are not physically there but suggested, such as in an action
Gesture: Used to capture movement or actions
Value: Shading used to achieve volume
Action: An imaginary line that extends throughout the main action of the figure
Weight: Refers to thickness or thinness of a line
Quality: Expressive essence of lines
Psychic: Invisible lines that form between characters and/or objects
Shape Vocab
Shape: External form or appearance characteristic of someone or something; the outline of an area or figure
Abstract: No recognizable objects
Biomorphic: a free form pattern or design with a shape suggestive of a living organism
Curvilinear: S-curves
Idealism: Asserts that the physical world is less important than the mind or the spirit which shapes and animates it
Realism: Attempts to represent subject matter truthfully, without artificiality or exotic or supernatural elements
Positive and Negative: Positive space is the subject, focal point, or areas of high interest in any composition. Negative space is the area around the areas of interest
Rectilinear: a boxy shape made with straight lines
Representational: objects that players can name
Silhouette: a profile or shape that is easy to identify in dynamic environment
Squash/Stretch: shapes changing profiles to emphasize motion. The stretched position shows the form in an extended condition
YFMM
Currently, I love the manga D/orohedoro (omit the slashes, I didn’t want this to end up in tags) by Q H/ayashida. The art style is extremely gritty and detailed, often sketchy and using high value.
In the example above, rectilinear shapes drawn in negative space are used to emphasize the bricks of the wall. The lines in this style are explicit and very bold.
TW: GORE
Another example of the boldness in the style. When drawing graphic scenes such as this one, she darkens the parts where the gore is meant to be shown. Furthermore, there are psychic and explicit lines for where this character’s body parts are supposed to connect. She uses the Gestalt principle of closure, in which the reader can imagine what this man looked like before he was sliced to pieces. Lastly, H/ayashida uses small, thin line weights in abundance to shade and contour. She uses high values for this sketchy look.
(Sorry for the picture, I thought it was a great example.)
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