Project 01: Portrait

sketch
// Emily Franco
// Section C
//Graphic elements used: ellipse,cicle,line,point,rect,square,tri,arc
var y_ref_pos = 150;
var x=0;
function setup() {
    createCanvas(500, 300);
    background(220);
    text("p5.js vers 0.9.0 test.", 10, 15);
}

function draw() {
	//background
	strokeWeight(0);
	fill(random(100,200),random (100,200),random(100,200));
	rect(x,0,10,height);
	fill(217,245,228);
	rect(x+10,0,30,height);
	x=x+30;
	//--------HAIR-------
	//back hair
	fill (104, 66, 17); //dark brown
	ellipse (width/2, y_ref_pos+28,130,200);

	//--------CLOTHES-------
	fill (220, 96, 46); //orange
	arc((width/2)-16+22,y_ref_pos+79,140,35,Math.PI,0);
	//shirt 
	rect((width/2)-43.5,y_ref_pos+70,90.5,90);

	//------FACE-----
	strokeWeight (.25);
	//base ears 
	fill (238, 217, 197); //beige
	ellipse ((width/2)-53,y_ref_pos,16,30);
	ellipse ((width/2)+53,y_ref_pos,16,30);
	//neck 
	fill (238, 217, 197);//beige
	ellipse((width/2)-22+22.5, y_ref_pos+45+20,45,30);
	strokeWeight (0);
	rect((width/2)-22, y_ref_pos+45,45,20);
	//base face
	strokeWeight (.25);
	ellipse (width/2,y_ref_pos,100,116);
	//nose 
	fill (229, 155, 99); //orange
	triangle (width/2,y_ref_pos-10,240,y_ref_pos+15,250,y_ref_pos+18);
	//eyes 
	fill (58,37,22); //dark brown
	ellipse ((width/2)-22,y_ref_pos-10,8,12);
	ellipse ((width/2)+22,y_ref_pos-10,8,12);
	//eyebrows 
	stroke(58,37,22);
	strokeWeight (.75);
	noFill();
	arc((width/2)-22,y_ref_pos-17,10,7,-3,-0.5);
	arc((width/2)+22,y_ref_pos-17,10,7,-2.5,0);
	//smile
	arc(width/2,y_ref_pos+33,10,7,0,3);
	//cheeks
	fill (233, 161, 135); //pink
	strokeWeight (0);
	circle((width/2)+22,y_ref_pos+15,20);
	circle((width/2)-25,y_ref_pos+15,20);

	//------BODY-----
	//shoulders
	fill (238, 217, 197); //beige
	circle((width/2)-60, y_ref_pos+90,40);
	circle((width/2)+63, y_ref_pos+90,40);
	//arms
	rect((width/2)-80,y_ref_pos+90,40,70);
	rect((width/2)+43,y_ref_pos+90,40,70);

	//-----DETAILS----
	//earings
	fill (111, 115, 210); //purple
	square ((width/2)-57,y_ref_pos+15,8); 
	square ((width/2)+50,y_ref_pos+15,8);
	//bangs
	push();
	strokeWeight(0);
	fill (104, 66, 17); //brown 
	rotate (-0.9);
	ellipse (width/2-165, y_ref_pos+135,20,75);
	rotate (1.7);
	ellipse (width/2-14, y_ref_pos-238,20,75);
	pop();
	//hairclip 
	//random color generated in first loop and only changes when page is reloaded
	if (x==30) {
		stroke(r=random(100,200),g=random (100,200),b=random(100,200));
	}else{
		stroke(r,g,b);
	}
	strokeWeight(4);
	line(width/2+25,y_ref_pos-30,(width/2)+40,y_ref_pos-40);
	//shirt details
	stroke(172,146,166);
	point(width/2, y_ref_pos+120);
	point(width/2, y_ref_pos+100);
	point(width/2, y_ref_pos+140);

	//reset stroke attribute
	strokeWeight(0);

}

Project 1: My Self Portrait

sketch
// Evan Stuhlfire
// estuhlfi@andrew.cmu.edu
// Section B 
// 01-project self portrait 

function setup() {
    createCanvas(500, 500);
}

function draw() {
    let circleX = width/2;
    let circleY = height/3;
    let diameter = width/2.5;
    let rectX = circleX - (diameter/2);
    let rectY = circleY + (diameter/2);

    // Set background
    background(144, 195, 209);

    // Draw face
    stroke(25);
    strokeWeight(5);
    fill(141, 186, 153);
    circle(circleX, circleY, diameter);

    fill(207, 117, 54, 200);
    rect(rectX, circleY, diameter, diameter/2);

    fill(39, 62, 176);
    quad(rectX, rectY, rectX + diameter/4, rectY + diameter/2, rectX + diameter*.75, rectY + diameter/2, rectX + diameter, rectY);

    // Draw eyes
    fill(237, 124, 114);
    ellipse(rectX + diameter/3, circleY + 20, diameter/5, diameter/6);
    fill(201, 201, 153);
    ellipse(rectX + diameter*.67, circleY +20, diameter/5, diameter/6);

    // Draw nose
    fill(245, 245, 98);
    triangle(circleX, circleY + 20, rectX + diameter/3, rectY, rectX + diameter*.67, rectY);

    // Draw chin and mouth
    fill(148, 150, 214);
    rect(rectX + diameter/4, rectY, diameter*.5, diameter/2);
    fill(207, 117, 54);
    rect(rectX + diameter/3, rectY + diameter/5.5, diameter/3, 10);



    // Create frame
    noFill();
    stroke(25);
    strokeWeight(20);
    rect(0, 0, 500, 500);

    noLoop();
    
}

I found posting the sketch to be the most difficult part of this exercise.

LO: Dark Souls

I find the video games in the Dark Souls franchise to be artistically inspiring. I particularly admire the third installment of the franchise, Dark Souls III. This role playing game creates a dark, foreboding atmosphere with inspiration from classical art. The architecture is based on medieval European designs and the characters are inspired from classic sci-fi literature such as H.P. Lovecraft and Braum Stoker. The world design is immersive with a non-linear progression path. In this way, each person creates their own unique experience.

The game was developed by Bandai Namco Entertainment, Inc. and FromSoftware, Inc. under the direction of Hidetaka Miyazaki, Isamu Okanu, and Yui Tanimura. Based on the release date of Dark Souls II, Dark Souls III took about two years to develop. FromSoftware has its own proprietary game engine, known to the gaming community by the unofficial name Dantelion. This engine is written in C++ and is likely an extension of the game engines developed for Dark Souls I and II. The game engine is reusable and extendable and is likely the backbone for the developer’s most recent release, Elden Ring.

The Official Launch Trailer for the game can be viewed at https://youtu.be/igzqz0d4VFE.

*Works Cited
Aikat, Kajol. “Code up: 5 Best Programming Languages for Building Games in 2021.” TechGig, TechGig, 26 Nov. 2021, https://content.techgig.com/technology-unplugged/5-best-programming -languages-for-programmers-in-2021/articleshow/87934631.cms.

“Dark Souls III.” IMDb, IMDb.com, 12 Apr. 2016, https://www.imdb.com/title/tt4795016/.

“FromSoftware, Dark Souls III.” Products | FromSoftware, Inc., https://www.fromsoftware.jp/ww/detail.html?csm=097.

“Souls Modding.” FromSoftware Game Engines – Souls Modding, http://soulsmodding.wikidot.com/topic:engines.

blog 01

The Shoreditch Hotel in London was designed by AQSO Arquitectos and was built in 2017. The building is mixed-use and includes a hotel, cinema, and retail portion.

The monolithic building is contemporarily designed to blend the two streets and look as though it is a flexible feature.
The architects were inspired to create a building that respects the pedestrian flow within the intersection of two landmark streets. They did this by designing towards the urban views while pulling back the building at ground level. The resulting shape emphasizes the sidewalk and building shape on the street side in which pedestrians and cyclists can move perpendicularly.

The facade of the Shoreditch Hotel responds to the site conditions and adjacent buildings seamlessly from regular, orthogonal openings to the twisted geometrical exterior. The building uses the parametric design to support the slight cantilever of the warped mass while morphing the urban fabric of London. The structural system of the facade is constructed along arches and straight lines to create the parametric design of the exterior layer. The openings follow the consistent pattern of the buildings in the back.

https://aqso.net/work/1703ahl-urban-resort-in-london
AQSO Architects

LO: Art and industry

I saw a project testing done by an Italian startup company, called Wasp, designing and making 3D printed houses. It stood out t0 me for several reasons. First the promise of affordable housing due to the fact that much of the labor is done computationally. Secondly, it was much more aesthetically pleasing to me than other 3d printed house prototypes I had seen. 3D printed houses have some obvious characteristics, like the layering for example, and many see them as a drawback. Wasp, rather than disguising the fact that it was 3d printed, designed a house that complimented the characteristics of the process. A design that took advantage of the more unusual, non-rectilinear forms you can afford to create when the labor is computationally driven, and was allegedly inspired by mason wasp nests. A great example of working well within the constraints given, like we have the opportunity to do when making art using js draw.  

The original creators were a designer daughter and electrical technician father who were inspired when messing around with 3d printers. They got their start by adapting the technology of plastic 3d printers to a different extruder that could be used with clay. They made and sold ceramics this way. Developing the technique to print a full house took 9 years.  

While the project probably did involve some custom software, I did not find any specific mention of it.  I did see that they were using grasshopper, a fairly common program for architects. I was originally exposed to the project on youtube at: https://www.youtube.com/watch?v=4MLJs1KRa0Y

3D printed house made by WASP

Project 1: My Self Portrait

sketch
function setup() {
    createCanvas(500, 600);
    background(204);
    
}

function draw() {
   

    fill(0, 0, 0);
    stroke(0, 0, 0);
    ellipse((width/2), (height/2.5), 167, 167);

    fill(0, 0, 0);
    stroke(0, 0, 0);
    rect((width/2.9), (height/2.5), 150, 140);

    fill(215, 180, 146);
    stroke(215, 180, 146);
    ellipse((width/2), (height/2.5), 120, 140);

    fill(215, 180, 146);
    stroke(215, 180, 146);
    rect((width/2.2), (height/2), 40, 50);

    fill(208, 157, 107);
    triangle((width/2), (height/2.6), (width/2)+20, (height/2.6)+20, (width/2)-20, (height/2.6)+20);

    fill(80, 43, 7);
    circle((width/2)+20, (height/2.6)-20, 20);

    fill(80, 43, 7);
    circle((width/2)-20, (height/2.6)-20, 20);
    
    fill(195, 43, 79);
    arc((width/2) - 5, (height/2.6)+40, 40, 25, 50, PI + QUARTER_PI);

    fill(127, 0, 255);
    quad(217, 345, 275, 345, 330, 440, 150, 440);

    noFill();
    bezier(217, 345, 275, 345, 150, 440, 200, 440);
    bezier(227, 345, 295, 345, 170, 440, 210, 440);
    bezier(240, 345, 310, 345, 190, 440, 230, 440);
    bezier(255, 345, 325, 345, 205, 440, 245, 440);

    stroke(0, 0, 0);
    line((width/2)-35, (height/2.6)-35, (width/2)-10, (height/2.6)-35,);
    line((width/2) + 35, (height/2.6)-35, (width/2)+ 10, (height/2.6)-35,);
    

//bezier(85, 20, 10, 10, 90, 90, 15, 80);
// arc(50, 55, 60, 60, HALF_PI, PI);

    noloop();

}

Blog 01

Toy Story made animation history by being the first computer-animated feature film. Animation previously was hand-drawn. Pixar paved the way by implementing toys and human characters into a detailed world with attention to light rigging and texture. Disney and Pixar collaborated on this film with Pixar receiving $26 million. The company at the time was also chaired by Steve Jobs. Software engineer Ed Catmull and other computer scientists built a new software called RenderMan to design the characters. RenderMan combines all the 3D assets of a frame and converts it into a realistic image. Because of the software’s limitations to perfectly geometric objects, the plastic look gave way to toy characters. Toy Story received a Special Achievement Academy Award for the attention it brought to CGI. Pixar has continued to refine its technology to make animation movement incredibly realistic as seen in the recent film, Soul.

anabelle’s blog 01

An interactive computational project I love is Genshin Impact, an open-world RPG game created with Unity Engine. I’ve never played a game before that is as immersive as this one. Not only does the player feel submerged in its universe because of its compelling storytelling, but the graphics, visual details, and small homages scattered all over the world give it life. Although some may disagree, I’d say Hoyoverse, its developing company, was inspired by Nintendo’s Breath of the Wild that features similar gameplay. One unique aspect about it is that it is an online game (although not necessarily MMORPG). This prevents players from accessing certain program files that may contain story leaks and still-developing content. I also cannot wrap my head around the fact that this massive (200GB), beautiful world is able to exist in the “cloud.” I’m not tech-savvy so I don’t know if this is better than not having online servers, but it has always impressed me nonetheless. To me, it gives the impression that future video games don’t have to be restricted by hardware and may one day exist entirely through software (I’m not a game developer… I don’t know if this sounds accurate at all).

Official Website: https://genshin.hoyoverse.com/en/home

Looking Outwards 1

A computational project that had inspired me before my time at CMU is the game Elden Ring, developed by FromSoftware. When I first got my hands on it, I had already seen the trailer, so I expected to be greeted with incredible graphics and exciting gameplay. However, seeing a game in a trailer and playing it yourself are entirely different experiences, so much so that I was already enthralled by what I was greeted with in the tutorial. Though this initial gameplay only involved my character needed to learn the basics of controlling movement and combat, the exquisite quality of every single frame combined with the already progressing story hooked me. In a trance and completely immersed, I thought I was already playing the game before I realized that it was only the tutorial and that I needed to emerge out of the cave and go into the first leveling area of the game called Limgrave. The game knows that it is beautiful. The way that Limgrave is revealed to the player is classic: the cave’s gate is opened out into a lush, hilly environment scattered with shimmering, golden trees and tall grass, amongst them roaming animals such as fluffy, tumbling sheep and brown eagles. Dominating the landscape was an enormous golden tree that resembled Yggdrasil, whose reason for existence seemed to mimic the sun in our world; endless rays of lights were beaming off of its crown, with its leaves of shimmering yellow raining onto the face of the world. In the background, I could spot hints of the medieval-looking architectural ruins of an ancient church. After I admired the environment by walking around or gazing into the distance, I knew that the church was where I needed to go. Thus my 100-hour journey to defeat the game had started. The game was directed Hidetaka Miyazaki with worldbuilding provided by the fantasy writer George R. R. Martin. To me, this is a superteam, as Hidetaka Miyazaki was heavily inspired by the artistic style of the Berserk manga, which is one of the greatest manga ever written, and George R. R. Martin is the great mind behind the Game of Thrones books. To my knowledge, Elden Ring was made in Unreal Engine, with its terrain being sculpted inside the program. The project’s creators, since they were working with FromSoftware, needed to take heed to the past works from the video game development company, notably, the Dark Souls franchise. The artistic style of both Dark Souls and Elden Ring clearly are of the same vein, and the style of gameplay in both games involve leveling your character by beating bosses. The project points toward more games of the same fashion. The gaming community speculates a sequel game to Elden Ring coming in a few years.