Friday, 25 May 2012
Creative Development: Curating
Firstly I have to decide on what title I should give the exhibit as this too creates a preconception in people's minds when they read. The title of an exhibit is basically like a cover of a book, they say you shouldn't judge but we do it anyway. Exhibition titles should give people a feel of what the images and works they will see before they actually do, this can also be applied to a theme.
So for example if an exhibit reads "Indians of the old west" in a very minimalist type one would expect to see pieces of art that portray Native Americans in a sober light, perhaps in black and white photos or in abstract sculptures that respect their culture, people wouldn't expect to see a bunch of life size sculptures of John Wayne shooting people in the face.
Titles and signs can do a lot in terms of giving people expectations of what they will see and it's these kinds of choices one has to be careful of. In my case I think the exhibit that will and myself will present will simply be called "Gutsy's Quest" after the title of the game we've developed as it's a part of the Digital Film, Game and Animation exhibit it would not steer people astray from what they're expecting to see and as far as signage goes I think using the Gutsy's Quest logo will be more than adequate as it would narrow people's expectations of it being film to either and animation or game.
The actual exhibit for Comics Vs Games was quite different from what I was expecting (The concept was get indie comic artists to design the art direction with programmers making the games) and this logo for the exhibit was my favourite piece, so this really does acts as a good example of what a good choice in font can do for building preconceptions of what a show should contain.
For the exhibit we would want to explain the ideas behind the game we've built and the process that we under took to get there, such as the steps and methods we took for designing, modelling texturing the characters and the world they're supposed to inhibit, the ideas behind the gameplay, the audience we're aiming for and generally the aim of the project in a clear an concise manner, to help this along we'll be presenting key images that respond to the development of the game to help annotate the process.