The Advanced Studio Class of 2021 presents:
Featuring work by
Projects & Presentations
The Album by Jorinda Becker
For my Advanced Studio Project, I explored Album design through the lens of South Korean packaging. I created albums for one North American artist: NF – redesigning his album “The Search”; one South Korean artist: Agust D (a.k.a Min Yoongi) – redesigning his second mixtape “D-2”; and one for a fictional collaborative group: A. Each of these albums was designed in Adobe Illustrator, apart from NF’s lyric book which was created in Adobe InDesign.
Bled Dry by Cassidy Huber
Bled Dry is a rotoscoped animation that takes place in a dystopian world where blood has become a form of energy and currency. Within the Eternal City, a devastating class divide has left many struggling to survive while others gorge on the blood taken liberally from those below. The story is one that follows a woman born into poverty whose vibrant pink blood has drawn the attention of a wealthy painter. When following him back to the mansion that he and some other elite reside within, she discovers the extent of their nauseating gluttony, which in turn sparks something within her that changes the Eternal City forever.
Animations by Cassidy Huber: https://cassidyhuber.wixsite.com/my-site
Music by Tyler Hippard:
Fall of the Rising Sun, The Monk's Storybook by Ballto Kenney
Through my years as a New Media student, focusing my degree on game design, I’ve made for myself a Game Design Document for a game of my own creation called “Fall of the Rising Sun”. However, I’ve come across the unique issue that I’ve designed a game that is beyond my own means to create, thus I need to find others to help me make it a reality. So I came up with the idea to take one part of the story that I had made for the Game Design Document and convert it into something that I could showcase to others. This would let me not only be able to recruit people to this project,
but could also serve a second function of being able to show something to potential employers in the future so that they can see a real example of my skills.
To this end, I created ‘The Monk’s Storybook’. A series of interactive PDF’s which are made from modified versions of the original story so that they can be read by anyone, even someone who has little to no knowledge about video games or game design. The earliest version of this succeeded at that goal but was quite laborious to read as there was little editing done to the original writing, and everything was presented in plain documents that linked from one to another. This version allowed people to experience the story at its core, but not only was a chore to read, but also didn’t really have that special spark that made it stand out as little more than a series of linked documents.
Isolated Warmth by Josh Dixon
For my Advanced Studio project, I created a 3d scene in Unreal Engine. My intention was to attempt to recreate feelings of comfort and coziness in a virtual space. In the end, my project
is a log cabin in a winter forest. I spent time to ensure I had visual effects for fire and steam, as well as sound effects for the fire and music coming from the radio.
The majority of the process was creating assets in 3ds Max, texturing them in Substance Painter and importing and rescaling them in Unreal Engine 4. For the walls and floors, I used Substance Designer to create materials that I could easily use on repeated surfaces.
I wanted to create this cabin for many reasons. One of the big ones was the covid-19 pandemic that is currently still going on. My own experience with the pandemic and living alone for the first time were driving forces behind me wanting to make this project.
Having my own place for the first time exacerbated my desire to create those feelings of warmth in my own house, and I wanted to recreate that virtually to try and help other people have those feelings as well.
View more on Josh’s Portfolio site: dixonart.ca/final-project
Hard Times Ahead by Blake Frondall
This project is the first film I have ever made and is the beginning of my career. This film puts us in the day of a University Student during quarantine and the -somewhat- daily struggles within it. Hard Times Ahead is also a product of the current times we live in and is supposed to be a comment about our society and some of the issues within it, while also serving as a reminder that we are all humans at the end of the day, and we need to look out for each other otherwise we won’t make it through the pandemic. Furthermore, I called this project Hard Times Ahead because, although, It is true, we are currently going through hard times right now, I think a lot of the issues that have come to the surface due to COVID will still be heavily prevalent in a post-pandemic world (these issues include disconnection in a heavily connected world, lack of empathy to one another, isolation, the internet gap, etc.). I chose to make this film for two major reasons, the first being relatability. I want the viewer to be able to relate to my character in some capacity or another; they may not be able to relate to his exact experiences, however, I do believe that people can relate to some of the interactions, situations, and feelings presented within the film, whether it’s through one-sided conversations, living in a place with internet so poor that you have to do school elsewhere, or even just feeling alone and truly isolated during these times. Furthermore, I wanted this story to feel new and original while also striking up a feeling of familiarity. And the other reason -which came to rise during the production of this film- is that I wanted to push myself as a filmmaker while also attempting to understand the film process a little bit better as I have never really made a film before. Moreover, other than the talent and some help in the audio editing side, I was a one-man army and did this film entirely by myself, from the directing, to the location scouting, to the producing, to the editing, that was all me. And, although, it was incredibly challenging and stressful, I was pushed to the limit and I learned so much about what goes into these projects and the thought that needs to happen. With that said, there are some aspects of this project that I am most proud of and learned the most about; these aspects are writing, producing, and directing.
Salient Silhouettes by Kiana Montana
I made 96 red figurines standing in the iconic handprint that represents being the voice to the voiceless of MMIW. Each figure symbolizes the woman & girls who went missing or murdered between 2000 to 2010. The entire piece is meant to be interactive and when one of the figures are lifted then their name, age, province they’re from and when they went missing or murdered, can be found included.
Infused Date Coding Application by Bailey Cote-Robertson
My app is used for food service, where the items have expiry dates once they’re opened that are different than the original best before date. The app does the work for you in terms of remembering how long an item’s shelf life is, as well as doing the math to give you the date that you will write on the item. For example, caramel sauce topping has a 14-day shelf life once opened, so if you looked up the item’s shelf life today (April 9th), it would tell you to write the expiry date for April 23rd. Minimal effort and enhanced accuracy!
It has a very simple and user-friendly interface, which makes it intuitive and easy to use. No more looking up each individual item’s shelf life every time something is opened, and THEN having to figure out what exactly 14 days from now would be.
Abandoned by Abdullah Mouslli
Abandoned was a desperate attempt to see beauty in destruction and decay, to retrieve any lurking memories in the hollow streets and empty halls of these abandoned towns and estates. My quest was to capture the life left in these dying structures, to understand humans’ relationship with space, decay, destruction, and memory. Initially, I planned to photograph several abandoned locations then hop on the internet to find oral history resources that would tell local stories and turn my photographs into a window to the past. After researching the abundance of abandoned sites and towns in Alberta, my journey was set to visit the towns of Dorothy and Nordegg. The contrast between these two locations highlights the vast differences between the Albertan prairies and the Albertan Rockies not just in natural resources, but also in architectural styles and culture.
Ichor of the Gods by Dave Kennett
My final project is an animation that uses music and sound, but audio dialogue to narrate the story. This story of the animation is about a huntress hunting for a certain god(Fenrir), so that
she may possess his powers for herself. I created this project mostly drawn images in photoshop. That was the most time-consuming of my project. Taking hundreds of hours to finish as mochas I could. Then I would go into adobe aftereffects to edit them and add effects and movement to my images. Then in premiere pro, I would edit some more and begin to infuse audio into the animation to give it more life, and not some images that are moving. Spending more hours to finish it to the best of my abilities and the time I had to work with. This had also been something I wanted to do, for in classes we only scratch the surface. My original research question also merged with the idea of what happened to gods of old. That is where I tweak the idea from being forgotten or be irrelevant, but rather were consuming by humanity.
Anti-Earthquake House by Bryce Pitts
The project that I made was a basic house that should be able to with stand an earthquake of certain magnitudes. The project focused on the framing of the house more than the actual layout of the house itself. The project is made of a 3D model of the basic house, a 3D model of the design for the framing of the house, blueprints of the house, wall design and a house that I would want to have as my own. So, I made the project in four parts, the first part being research on is it possible to have a building with stand an earthquake. Through all my research I found out that there were buildings in Japan that with stood earthquakes and are still standing. Those buildings are Pagodas. My research got me looking at how these Pagodas are built, and mostly focused on the Pagoda of Horyjui Temple (Koji Nakahara 2000). Through the research I found that the Pagoda could with stand an earthquake because of the way that the joints were designed. The joints of the Pagoda could move freely and separately of each other and not bump into one another during an earthquake. Another thing that helped the Pagoda was a central pillar called “Shin-bashira” (Koji Nakahara 2000), which was made of concrete and gave the building structure so that the building would not slide around and fall apart. Something else that gave the Pagoda the ability to not collapse during an earthquake was the way it moved during an earthquake, during an earthquake the Pagoda would do a movement called the “Snake dance” (Koji Nakahara 2000), which was the buildings levels would move side to side separate of the other levels. The second part was to build and design scale models of what the walls are going to look like and what a joint is going to look like, and how the joint was going to move based on what I found in my research.