Comics: Six Panels

This is my six-panel comic adapted from T.C. Boyle’s “The Ape Lady in Retirement.” I tried to have the content of the individual frames influence my choice of framing. Also, because I struggled last week with the interdependent form of text/image interplay, I tried to make all the panels in this comic in that style. I think I nailed it.

Comics: Assignment 2 – Words and Pictures

For this week’s assignment, we had to demonstrate our proficiency in utilizing different types of interplay between text and pictures, as outlined in Chapter Six of Scott McCloud’s Understanding Comics. The four types I used were:

Word specific, where the image does little more than reiterate what is described in the text.

Picture specific, where the image tells the story and the text simply enhances the visuals.

Parallel, where the image and text appear disconnected.

Interdependent, when an unspoken third idea is created by the meaning in the text and picture.

Here is my single image with four different captions:

Word specific

Picture specific

Parallel

Interdependent

 

Collective Storytelling: Fan Fiction

I wrote this piece of flash fan fiction for my Collective Storytelling class. I’ve never felt compelled to write fanfic, although I respect writers who do. For this experiment, I was originally going to do a fairly cynical piece titled “Ginny Weasley and the Quarter-Life Crisis,” about an eighth year at Hogwarts where Ginny is dating the new Defense of the Dark Arts teacher Harry Potter. She freaks out because without Voldemort there’s no reason to do anything, and she realizes that she goes to the only high school in the world where NO ONE HAS SEX.

In the end, I decided against this piece. I wanted to write something from my heart, the way that true blue fan fiction writers do. I chose to retell the end of the controversial Spider-man arc from 2007 — One More Day — in which Peter Parker makes a deal with the devil to save his Aunt May’s life in exchange for his marriage to Mary Jane Watson and 20 years of series continuity. Although my version nullifies every issue of Spider-man since One More Day, it stays true to the characters and the integrity of the series.

And besides, those new issues suck anyway.

Continue reading

Collective Storytelling: Drabble

My first assignment for Collective Storytelling was to write a story using a very rigid form. I chose the drabble, a form popularized in the UK in the 1980s where the only requirement is that the story is precisely 100 words. Not 99 words. Not 101 words. Here’s what I came up with:

LITTLE DESIRE

BY MATT LONDON

Written for Collective Storytelling, NYU-ITP © 2012

My friend lived in a bubble. Not a metaphor.

She never ate, never slept. She worked. Dance. Macramé. Taxes. Whatever.

Everyone walking past her bubble fell in love with her.

Be my wife, my whore. Do my taxes. They dragged her out. She stayed inside, but a double appeared, followed her savior to the chapel, hotel, H&R Block.

I pulled a double out. Go! Be free! The double gave me a quizzical look and vanished.

Bubbleward, I shouted, You just need a little desire. Your own.

She looked at me, appreciative, understanding.

She stepped out of the bubble.

And vanished.

Paper Dolls

Presenting: my final project for Introduction to Computational Media (ICM), Paper Dolls! In this interactive virtual closet, the user can swap clothing on and off the model, customizing her outfit. The model then reacts to whatever outfit she is wearing. The final version of Paper Dolls has forty-six unique outfit combinations, and nearly four hundred different video clips.

Please enjoy the videos of Paper Dolls in action that I have placed throughout my final write-up. If you would like to create your own version of Paper Dolls, or to receive the full version, please contact me at themattlondon@gmail.com.

It is not hard to think of commercial applications for Paper Dolls. It could be an interactive billboard, an in-store shopping interface, or an online shopping tool — either browser-based or as a downloadable app. Clothing looks so different on a person than it does on a hanger. Paper Dolls lets you see how the clothing looks on a person, and what pieces go well with others, before you buy it. You can also click on the model’s face and the model will give you more info about each outfit.

A more advanced version of Paper Dolls would include multiple models of various body types, so that users could choose the person who most looks like them. Each article of clothing would also contain data that tells you where you can buy the clothing and how much it costs. Imagine if, while playing Paper Dolls, you could double-click on your favorite shirt, and the program would automatically know what size you are, and send you directly to check-out.

When Paper Dolls debuted at the ITP Winter Show, the thing that surprised me most was the interest from children. There was a little girl (AND BOY) who had to literally be dragged away from my station by their mother. This experience demonstrated that there is a market for video-based interactive gaming. It’s like playing with a Barbie doll or G.I. Joe, but with a real-live person instead of a cartoon or plastic facsimile. Imagine Disney Princess Paper Dolls, or Justin Bieber Paper Dolls, and you start to get the idea of where this could go.

There were two criticisms of Paper Dolls that I heard during the show. Please allow me to respond to these observations now.

1.Users want to be the model on the screen, and have clothing projected onto them.

A quick internet search will show many ways designers are taking advantage of customizable digital models and the body mapping technology pioneered by the Microsoft Kinect. Some programs allow you to put computer-generated clothing on a CG model, others allow users to paste two-dimensional photos of clothes onto pictures of themselves. There is a Kinect program that allows users to project CG clothing onto a live video feed of themselves. The problem with all of these projects is that the results are clunky, ugly, and unrealistic. In Paper Dolls, the slick interface allows you to instantly change clothes on a video of an attractive model. The user experience is seamless, and although the model is not the user exactly, it gives users a clear understanding of how the clothing rests on the body, like in a runway show, or television commercial.

2. Paper Dolls is not scalable.

While it is true that users are somewhat limited in the number of clothing articles any one version of the product may have, there is no limit to the number of versions of Paper Dolls there could be. The demo I created has five tops, two skirts, two pairs of pants, five dresses, a jacket, a belt, and three pairs of shoes. There are hundreds of unique video clips, and the entire production only took us six hours. How did we do it? Careful planning, a clear script, and finding ways to limit access to certain articles of clothing. For example, we made shoes unlockable, so that if users found specific outfit combinations, the game would open up the shoes to try on. This way, the user can still find shoes, but we only had to film the shoes on a few of the outfits.

While this may not satisfy some retailers, who have hundreds if not thousands of different articles of clothing for sale, consider the following. Does a television commercial for a clothing store feature every piece of clothing that store has available for sale? Of course not. The commercial highlights the best and newest items. The beauty of Paper Dolls format of interactive ads is that users can learn what pieces of clothing go the best with others, encouraging them to buy two or three new pieces instead of just one. Retailers would want to make a new version of Paper Dolls every time they release a new line of clothing, highlighting the best items from that line.

Paper Dolls was an incredibly fun project to work on, because it incorporated many of my creative passions, including film, writing, games, programming, and working with actors. I was a one-man band on this one, hanging lights, aligning microphones, and writing the code. I would love to make more Paper Dolls videos, and also use the system of video loading and my custom drag-and-drop interface to create other interactive video projects.

Phys-Comp Final: The Story Room

For my physical computing final, I wanted to create an immersive narrative experience that utilized multimedia. Mission accomplished! My initial inspiration came from the point-and-click adventures I played as a kid, as well as more recent video games that eschew the blockbuster storytelling we see all the time. Early in the semester, I had an idea for something like this, and now it has been realized! I’m so thrilled.

I never could have accomplished this project without my team Elena and Hannah. They were creative visionaries on this project and I would work with them again in a heartbeat.

I’m starting to become sympathetic to the challenges of writing interactive multimedia. Often, deadlines come up fast. When I write linear fiction, generally, I have all the time in the world, but in the case of this project, we had to write FAST! We came up with a very sad story that I think lent itself to the darkness of our piece, and although it was hard, I think the end product was great.

Incorporating elements like the puzzle box added strong physical computing elements and enhanced the user experience.

Although we were somewhat limited by space and time, the end result was well-executed and emotionally satisfying. I hope to explore this idea further in the future, incorporating more sensors, more visual elements, and a larger, more impactful story. The video of The Story Room is below.

Comm Lab Animation: Final Film — The Wisp

I am absolutely thrilled with how my final film turned out. I adapted the first half of a short story I wrote at Clarion called “We Mate For Life,” about a dysfunctional couple lost in a swamp. Here it is:

To make the film, I adopted a style familiar to fans of 16-bit video games, with pixelized characters and backgrounds. I used Photoshop, After Effects, Final Cut, and Garage Band. Although I was familiar with After Effects from my days as a film editor, I never used it in this way before. The capabilities of the program are amazing, and I love how full of life the 2D characters are.

One comment I received during my presentation really resonated with me. Someone said that there could be a whole web series of little animations featuring my sprite characters. I’m going to try to run with this over break and see if I can make some quick little animations. My assets have already been made. It should be quick and easy. Once my walk cycles and talk cycles were loaded into AE, the rest was easy!

ICM: Final Work-in-progress — Paper Dolls

This is the work-in-progress video for my ICM final “Paper Dolls,” starring the indelible Meaghan Cross. This is my attempt at a virtual closet program — an interactive ad, and something of a social game.

 

In this low-resolution video, you see me doing a few quick clothing swaps in the game. There are still several components to add, including shoes, jackets, and a secret unlockable outfit.

The video portion was filmed on the Canon 5D in front of a green screen, which will be removed in a later version. It was programmed in Processing. Meaghan provided all of the clothes, with one exception.

There will be more info on the project in a future post, along with a playable demo, with my final release.