Monday, June 1, 2009

nick cave

Here i uploaded tons of inspiring photos of Nick Cave's SOUNDSUITS: http://hooliganship.com/cave.html
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Thursday, May 14, 2009

el wire





WE should put some layers of fabric over the EL wire when we make the suit so it looks more fuzzy like the photo. In real life i think EL wire still looks super glow-sticky without somehow blurring/fuzzing it.

Tuesday, April 14, 2009

Monday, April 6, 2009

Monday, March 16, 2009

a new description

I rethought the story along the lines of our conversation yesterday..... does this seem like an interesting direction?:

PART1-GARDNS

Set in a dense dark wilderness, teams of primate-like beasts struggle for their basic life necessities: food, water, shelter. This tense pulse permeates all aspects of the garden except one small beacon; a team of human-like characters shrouded in only a faint spiritual mist, otherwise naked to this harsh jungle. The suspected death of one of these spirit-figures launches the whole tribe into an unhinged frenzy making the group disassemble. We follow one of these figures as she retreats deep into the wild to discover her salvation in a lump of dirt (food): a small sharp cube. As she digs further in this patch of dirt she discovers countless cubes, intuitively assembling them into a shelter. Protection through isolation.

The adam+eve allegory is apparent here, hand drawn and organically animated (except for our protogonists' vector eyes).

PART2-BLCKS

Set in a vast hard-edged city, a group of future-humans navigate the world they conjured. This landscape is marked by cube-like cells relegated to complete individual tasks. The characters in this world costume themselves according to the task each pursues. Our protagonist, donning a mortarboard cap and pilgrim suit, sits alone in her block assembling and reassembling square discs. Each permutation develops a new lens through which we can view new angles/scenes of this city-life. Amidst this mundane process a violent storm tears into her cubicle, scattering our protagonist and her discs deep into a sinkhole formed from the earthly storm. In the dark subterranean isolation we see a new arrangement of this lens; a view into the future.

1980's video game science fiction, geometrically flash animated.

PART3-FLATS

A sprawling desolation; the psychic wilderness of death. Our protagonist sits alone beneath a fabric of energetic particles. Flat earth, flat sky; pierced by the recognition of the particles' makeup. Countless shifting symbols lit like neon gifs, flowing like a flooded river. This sheet of information envelops the lone character in blind light. From this rainbow symphony emerges a dark organic mist that clothes our vulnerable protagonist in a freshly enlightened shroud. Alone she ventures across the desolate plane to travel unknowingly into the horizon.

Tuesday, March 3, 2009


Cattleya Orchid and Three Hummingbirds - Martin Heade



Head Of The Flea - Lens Aldous



Duria Antiquior (An Earlier Dorset) - Robert Farren



Friday, February 20, 2009

primates






character ideas for part1---- costume them up for part 2 and peel off their fur for part 3 (el-wire, raw exposed skin underneath)

Wednesday, February 18, 2009

Friday, February 13, 2009

Thursday, February 12, 2009

Wednesday, February 11, 2009

tie-in

I had this image in my mind today....an interesting visual link beetween the 3 parts of this story.... looking up from each distinct landscape we will see

Part 1... DENSE DENSE stars




Part 2... a DENSE DENSE ceiling, impenetrable





Part 3... a DENSE barrage of animated gifs, symbols, icons flashing


grant description

Here is a description of CASTL CRNRS as I put it in a grant application today:
In this story, 2 costumed musicians unfold a mythical tale of a violent forest being tamed and replaced with geometric systems. Part 1, GARDN, depicts a group of prehistoric humans discovering how man-made forms may tame the wilderness around them. Part 2, BLCK, portrays a group of future-humans navigating the subsequent hard-edged world they conjured. Part 3, FLAT, concludes this tale in vast desolation; a psychic wilderness.

The presentation of 'Part 1, GARDN' involves 2 aspects. The centerpiece is an animated video. Hundreds of hand-painted looping pieces of flora and fauna will be composited together in After Effects to create a visually dense wilderness that throbs and twitches. The characters will be drawn and animated using Flash and integrated with the hand-crafted components. Additional photographs and video footage will be used as background elements to tie all these components together in After Effects. The second aspect involves elaborately costumed musicians in a modular stage set. To achieve a visual synergy with the projected image we will be using electroluminescent wire to build costumes and props. This material glows when charged with electricity allowing the performers to musically accompany the projected cartoon in the extremely dark setting of a movie theater.