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Moving on, I've decided to create another collage to solidify my ideas. I was tallying going to make another collage to create another A1 piece, but when I created this, I thought this was different to my other collages and was thinking about actually building it. For this collage, I sourced images that I had taken myself and placed them within my collage:

The base image is a photo I had taken at the Victoria and Albert Museum.

The BMW M5 CS was an in-game photo I had taken from Forza Horizon 5.

The Ford car was a photo I had taken at the Science Museum in London.

The Jaguar 2.5-litre motor car, 1938. I took this photo also at the Science Museum.

The McLaren was a photo I had taken at the beginning when I was going to the college, and we went on a trip to Weston-Super-Mare, and the pier owner came out and parked his car at the entrance.

The BMW M3 GT2 was an image of a model car (scale of 1:18) that was designed by Jeff Koons in the BMW art car collection in 2010.

The Citroen GT model car (scale 1:18). I found this image online because I want to base some of my research on Takumi Yamamoto, who helped design this car that was produced for the video game Gran Turismo 5 (game designed by Kazunori Yamauchi).

Now that I have created this collage, I'm going to base some of my research on Kazunori Yamauchi.

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This is my research page on Richard Deacon, I made this sheet with found images of his work. I specifically picked these pieces due to the materials and the shape and form.

Another reason l've picked these works is because his work is similar to Frank Stella's and they both correlate with my ongoing theme and adds to my exploration of the world games. I made this research sheet to jot down key facts about Deacon and talk about what materials he uses.

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Kazunori Yamauchi is an artist I'm thinking to base a portion of my research on this is because he's an inspirational figure to me. The reason why he inspires me is because he's a big automotive enthusiast like me, and I really enjoy researching him because I personally find his work fascinating. For example, Gran Turismo; this game is full of tracks, customisation, and varied car brands. A small selection of these brands have been influenced and worked closely with him; the point is, brands like Nissan, Bugatti, and Mazda have had him develop interior and exterior parts.

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I wanted to explore the history of digital games here I present four images of the first digital competition game Space War! It was a game created and introduced in 1962, I wanted to stick on theme with the aspect of danger but with much less risk than physical competition games like chariot racing. 'Space War!' was classed as the first Esports game with the prize being a Rolling Stone Subscription and the competition being held at Stanford University (1972).

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Now that I have been to London and my ideas are all coming together, I think it’s a good plan to investigate toys. I think this because the photographs I had taken while being in London were full of automotive content. For Whitest being in the Science Museum, I found a Jaguar 2.5-litre motor car. It was a model version and not the real thing, but this fits even better with what I want to do going forward with my project. This car was built in 1935; however, production didn’t start till 1938. William Lyons, the founder, had built his own car designs using components from the Austin and Standard companies.

Toy cars are made on different scales and here are the most commonly used ones:

1:12, 1:18, 1:24, 1:32, 1:43, 1:64, and 1:76

Talking about scales hot wheels. Most people think they’ve had the same scale since being released back in 1968 but they haven’t. When they released Hotwheels chose to be different and approached the industry the opposite way other companies were going at the time. They chose to go for a more unrealistic approach when it came to making cars. Some people would they’re just a miniature version of a care but I personally see them as mini pieces of art. Elliot Handler the creator of Hot Wheels has stated before he wanted to make "hot rod" cars, amplifying performance and design over realism, as seen with the original 16 models, 10 of these being licensed by major auto manufacturers.

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This is Frank Stella. He’s an American artist commonly known for his abstract structures and paintings. I’m investigating him and his works because I’d like to further extend my knowledge before going into another illustration. The main reason why I'm basing my research on him is because his art Is refined structured and he doesn't feel the need to convey a message through his art, id like my work to somewhat resemble his techniques. While looking into his work it reminded me of Scalextrics. This is because of his line work but also because he's able to present pieces like Harran II in a structured refine way whilst it still contrasting as abstract art. Scalextrics are quite similar in that prospective they are precise and structure.

I’ve planned to loosely represent his work in my next piece by creating a dynamic flowing piece.

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looking at his work that influenced my collage he also helped design the Citroen gt

https://takumiyamamoto.com/projects

also his work reminded me of 3d rendered models and Im thinking about possibly learning how to make and develop my own models and animations...

his works and designs correlate with my collage and now looking at his work its making me want to build something 3d

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PROJECTS | Takumi YAMAMOTO Official Web site

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PROJECTSの記事一覧ページです。

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To the right are images that inspired my initial thought process. I investigated 18th-century French hair extensions and while looking at these, without realising the history behind the French hair extensions, it really reminded me of royalty and traditional royal hairstyles. When researching further, I realised the reason they reminded me of royalty is because of figures like Marie Antoinette (Part of The French Royal Family) wore these extensions in the 1770s. While looking at her hairstyles, and other French hair extension's they resembled and represented more like structural pieces to me instead of just hair. After doing more research on the French royal family and Marie Antoinette I chose not to base my trial project on her. This was due to the controversy with what Marie said, "let them eat cake" when the French population were starving, I chose to investigate a more contemporary artwork with not so much controversy .

While looking for other artists to gather research, Asya Kozina was an artist that stood out most to me; her 'hair extensions' aren't as simplistic as they sound; they are structured pieces of wearable art. I really like these specifically because these pieces are purely made of paper but still have definition, texture, and tone to them.

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Here I present Anya Kozins Works. She's a Russian artist who specialises in paper art. Her pieces resonate with me due to them seeming like sculptures but contrasting as wearable art.

Her work also reminds me of 18th-century wigs and how French hair extensions were commonly seen as wearable art. now that l've had a look into the history and contrasting features, I plan to develop my ideas more by researching and then begin sketching then.

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During the initial weeks of my examination, I constructed a model using Lego bricks, bits from a marble run set, and Octons. This model served as a testing ground for visual studies and working on a time scale. Through this process, I discovered that my main strength is in constructing and presenting symmetrical structures. During this i’ve also realised that drawing on a time scale is a completely different challenge compared to drawing freely.

In this experiment, I used a fine liner pen for my initial piece, then for the second, I used diluted coloured inks and Indian ink. These experiments were to explore a range aspects of games that I would ultimately choose for my project.

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Before being my sketches and design for my hat l've researched into another artist just to solidify my ideas. James Ensor, an artist that primarily works with oil paints depicting playful imagery. I really appreciate how within his oil paintings like "The Intrigue" (1890) he was able to be playful and expressive within his works by using a vibrant pallet to create a painting of multiple people in masks which to me depicts them roleplaying. This connects to my idea of role play and dressing up. Within his two pieces, The intrigue and a self portrait the black top hat and the hat he's wearing really reminded me of the modern royal family's hat style.

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These are my initial sketches. I made this to determine what I was thinking and present my ideas on paper instead of going straight into creating my hat. I did this to visualise my product. I started off by lightly outlining how I imagined my first and second concepts to look like and using my research as lose inspiration. Then drew two-three different angles to make my hat three-dimensional for when it came to production, and I needed to be able to interpret what I wanted it to look like.

Within my first design wanted to make a summery hat similar to James Ensor's self portrait. Within my first concept I incorporated a playful beard that would act as an on-theme mask. For my second concept I added a French plat accessory to also link back to my initial piece of research.

WWW: What has worked well so far has been my connection between my research and plans. My research is constantly giving me new developed ideas and this is helping me form my final product.

EBI: What I think I could have done better with this process is creating more sketches and developing design. I fell if I had a wider range of designs, 1 would have been able to depict with ones go best with my ideas and ideal outcomes.

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imagery from the science museum in London...

found images if scalextrics because Richard deacons work and previous sculpture and paintings influenced my ideas..

used pro create...

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Before going to London, my ideas are still unclear, and I'm still exploring the world of games. So far, I've had the time to explore role-play competition games through chariot racing, digital, and arcade games. I have also experimented with shape and form through researching arts and visually representing their work with my specific ideas and research of scalextrics.

Being in London gave me the opportunity to explore the Victoria and Albert Museum, the Natural History Museum, and the Science Museum. I found these museums useful. Before getting to these museums in central London, I passed a dealership in the south, and I instinctively decided to take a few photos. Just before arriving at the Victoria and Albert Museum, I saw another car that I had to take photos of. When arriving at the Victoria and Albert Museum, I chose to explore the whole museum but wasn't able to find much relating to what I had already done so far within my project. However, I was still able to take a few pictures of architectural and structural pieces.

While walking to The Natural History, I managed to see some more cars and took some more photos and videos. At the museum, I was still unable to get many photos of things relating to my project or things I wanted to base my project on, but when getting into the Science Museum, I knew instantaneously this is where I needed to gather imagery and research. There were so many automotive components and products with historic value to the automotive industry. This really fascinated me, and I was way more intrigued compared to the previous museums. I managed to gather over one hundred and fifty images that captivated me (These are included in my link).

Before leaving the science museum, I was quite upset because there was an exhibition that was full of historic game consoles that you were able to interact with, but I was unable to get in due to my time scale. I was still able to get a few long-distance shots before having to go into the gift shop area. I think going to London was a really positive activity because it has given me a wide range of imagery to now reflect and evaluate.

Re-evaluation

After going to London, I had the weekend to examine and evacuate all the images I had taken whilst being there. I’ve now come to the conclusion that I want to base my project on the automotive industry and automotive toy cars. I’ve determined this due to looking back at my imagery.

WWW: The whole trip was amazing, and what I think went well was being able to get a wide range of automotive photography.

EBI: If I had documented my thought process when trying to evaluate what would work with my project ideas and how I wanted to base my project to define my plans and concepts. Another thing I could have done would have strengthened my project was getting more imagery from the other museums and with a wide range of topics, not just automotive and toys.

I've now learnt that gathering research, even if I don't think it correlates to my project, is always better to find connections instead of passing these opportunities by. This whole trip really gave me an insight and direction on how I want to move forward with my project, and for my next part, I will research some of my imagery.

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Starting my project off, l've chosen to explore the different types of games.

Before making this hat, I created a mind map to look through topics I want to explore, and my initial idea, role play seems the way to go.

Now that I have chosen role play, brainstormed an idea for what I wanted to make and shown what influenced my decisions I'll get started on creating a paper hat inspired by the royal family. The reason why l've to focus on the royal family and chose this type of role-playing is due to due to a previous project I worked on, it was a detailed pencil drawing on Meghan Markle.

WWW: What I think went well is how quickly I got my idea and inspiration. I also think not going for something typical/simplistic like a crown worked

EBI: If I had thought about making something to go with the hat, possibly an accessory to go on top of the hat or another place.

Progressing on from this, I will check the durability of my pieces.

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This is my etching. It’s a drawing on top of a piece of acrylic sheet, which is a thick sheet of plastic. I developed my second collage through this process, adding a minimalistic fact to the collage, but felt this outline the key features of what I'm trying to present. How I made it was I got a sheet of acrylic and a metal nail to carve details into the sheet and followed my collage. One developed onto a piece of cartridge paper through a print press. I did this to show visual representation and informative and inactive ideas through research and creation.

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Here I present my final piece. It is my interpretation of a summer royal hat. I made this to trial different methods of games rather then just jumping straight into a project. My hat was made through the inspiration and creative development process, by this I mean my initial ideas were changing and evolving throughout even through to my research of the British Modern royal Family, Anya Kozins, James Ensor, and the French Royal Family (Marie Antoinette).

I was initially going to make a large structured piece of wearable art that resembled French hair extensions and the French monarchy, Marie Antoinette's hair. After researching further, I chose not to base my ideas on this due to the controversy and chose to direct my plan towards The British Royal Family. A modern Royal Family member was what I had in mind. Meghan Markle. She's not originally from the UK but I thought basing my inspiration for my hat would be a good plan. The reason why I though this was because she has a good style and l've done research and passed a project on her before. I ended up doing a detailed drawing of her.

This all connects back to my theme of games through Roleplay. How, you may be asking. I see this as people and children that role play can dress up wear hats and props to pretend to be who they like for fun and games, my way of referencing and presenting that was through creating a hat based of my research and ideas that would be a symbolic piece of fashion inspired by royal history and modern figures fashion.

WWW: during this process I found my research was very strong... I'm glad I went through the pathway that I did because it developed my ideas and

EBI: I feel I should have developed my trial piece more, but I didn't want to delay my other project development by focusing on this one thing

if I were to do this again, I would keep my piece in good condition when taking photos because I went out to take photos it was drizzling, it damaged the base, and it became floppy. I would also make the base sturdier, but this process has added to my exploration within the world of games.

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Here is my etching print Its made with an acrylic sheet and a metal nail. How I got the acrylic sheet and nail to transfer into an illustration was by applying ink to my sheet and then scrim and a print press to get my print. I did this to get a detailed depiction of my collage inspired by Richard Deacon and Frank Stella styles.

WWW: What went ell with my illustration was how much detail it held. The part I like most is the shading. there's not much shading but in the parts where the shading is it makes the cars stand out more I feel this it balances it out perfectly because it makes my key focuses stand out more.

EBI: I think I could have improve the shading on the Scalextric track, this was one of my key focuses but I was unsure if it would ruin the detail if I was to add shading.

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These are my structures through cable covers a rough representation of richard deacons works…

reminded me of scalextrics...

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Why have I chosen Cars as my project focus? 

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Why have I chosen Cars as my project focus? 

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Ever since I could read and play, I’ve always been really interested in the automotive industry. When I was younger, I was always asking my Mom about little things to do with cars, for example, number plates, brands, and she wasn’t always the best at knowing, but as I've got older, I've developed my own solid knowledge of specific models within brands to the point that if someone were to ask me about a model of a car (even from just a car part) or didn't know what a car model was, I would be able to tell them the car model year and specifications.

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For my project, I wanted to combine my love for cars and my passion for digital games. I have a really strong connection with games, to me they're more than having fun. they've played a big part in my life. When I first moved into foster care I used them as an escape and still do. Over the past 12 years I've been able to develop a strong skill set in multiple digital games. Im not your average player when it comes to these games I'm able to be thrown into a new game and understand controls, strategy's and much more.

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This is my ideas board, made at the beginning of the project when we first received the project title. I was eager to map out all my ideas, creating links between digital, physical, and established games. This was to determine what I wanted to do for my project and potential final outcomes. I used my mind map to present connections within my interests, for example, history, competition, and car culture, with other methods of games like board, sports, arcade, and digital games. Within my ideas board, I spoke about my zine and the things that would be within it. The reason why I chose to make a zine was to visualise all my ideas into something physical instead of mentally. I've used this method of visual representation in previous projects, and I find it's a personal way to help me see what topics blend or contrast well together. Lastly, I also included an artist reference, Frank Stella, whose work reminds me of Scalextric tracks. His work is very structured and dynamic and reminds me of how I like to work

WWW: Throughout my project, I was referencing and looking back at this to see how my initial ideas developed and what was still the same. Mapping things out and being able to see the linking topic really helped me to visualise what route I wanted to go with for my project.

EBI: What I think would have worked better was if I had laid it out more organised and looked more into more diverse aspects of games and even cultural games.

Based on this, I decided to make a digital copy of my ideas board to organise and tweak. I found this worked better for any mistakes or things I wanted to focus more on. This whole process helped me decide what I wanted to trial and test for my project. After making this digital copy on Padlet I chose to move onto my first trial project, Role-play.

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This is the early stages of my 3D model. I'm planning to make all the stairs in before I begin creating the rest of my model. I'm creating this to experiment with my 3D skills and to work in the style of Kazunori Yamauchi and Takumi Yamamoto. These two are amazing examples of people who understand the automotive world. On one hand, Kazunori Yamauchi has developed Gran Turismo and has worked alongside car manufacturers to develop some of their technologies, and on the other, you have Takumi Yamamoto, who has worked on massive automotive design projects like the Citroën GT.

So far with my work I have cut out and made templates as you can see within the first image to be able to cut out all the stairs when I come back in tomorrow. I have measured each piece for them to seat the HotWheels track central.

WWW: what has gone wrong well so far is being prepared and thinking about being ready for the next steps of building this sculpture.

EBI: Now looking back I think I should have documented more researched on these artist. I already have an understanding of what these designers do have done and are currently working on i forgot to document it.

EBI:

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This is my second stage of documenting my 3D model. At this point, I have created all the stairs, stair base, midpoint, supports, and central support beam. I've made this by measuring everything out and making sure there was enough room for my Hot Wheels track to sit comfortably within the centre of my spiral staircase. My piece so far is really starting to resemble my collage. Now that I have got to this stage, I’m contemplating whether or not I should cover the side parts of the stairs where there is a gap. On one hand, I really like it because I feel they add a sense of tone which makes you focus on the stairs more, but on the other, if I add the rest and the track, it might engulf the rest of my piece.

WWW: What is going well so far is how quickly this is starting to form.

EBI: I'm thinking about adding colour but unsure, so ill have to evaluate and see how it looks towards the end.

Now that I'm at a mid-point of making my model, I'm thinking about adding things to it, but I'm unsure if it'll take away from the piece, but I think I'm going to try experimenting and see how things go.

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First thing back, I had my track and spray paint with me; however, I ended up changing my mind about the spray paint colour. This was due to reflecting over the weekend and determining that the classical HotWheels orange would stand out more with the dark grey and would also blend the shadows. The first thing I did was go outside and spray it. I think it came out perfectly, and within some of the images, you can see the HotWheels track next to it, and you can see it pops next to the dark grey.

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When finalising my model, I ran into a problem with fitting and moulding track to my piece. At first, the track’s plastic was too thick to form around it by itself. Then, I thought heating the plastic up in a kiln and placing it onto it snd trying to form it would work better, but this didn't work. Testing out a few other ways to solve this was making small slits into the track to release some of the tension and make it more flexible, but this also didn't work. I used the heat gun for one, and for the other, I tried the kiln, and all attempts didn't solve this issue. So, I decided to build the track from scratch. I’d also factored the measurements of the Hot Wheels track, so if the model was to be used, it would easily fit a Hot Wheels car, and the track would sit equally within the middle of my model’s staircase. But due to the track not forming, I had to build a different track sticking to the same measurements but with a more flexible material.

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(Editable version) Plan for Exam work

Distinction

Context:

Comprehensive understanding and knowledge of subject context used to communicate complex concepts, articulate ambitions and clarify purpose

Plan: show purpose exploring a nostalgic concept of cars through scalextric, the realism of modern racing games and then show the connection between auto motive car design and gaming.

Game history, how cars have been represented within games over time.

Arcade sim racing slot cars etc.

Research:

◦ Art movements

◦ Real life car designs/concepts

◦ Game concept art

◦ Development of car/racing games

Inform ideas not collect so show correlations and how this advances my work.

Also look into how video games compare to scalextrics and use this to show the evolution of car gaming.

Examples: Forza, and Grand turismo.

Problem solving:

Determined approach to solving problems like with one of my paintings didn’t go so well how I refined it. Look at failed attempts with creative solutions.

Mixed media digital art painting possibly 3d models.

Document everything.

Planning and Production:

Management of my project

Detailed planning through my action plan and this document.

Timeline.

Sketchbook and padlet with reflections

Final piece completed up to standard.

Practical skills

Varied usage of materials and techniques. (Digital art and painting)

Polished final piece.

Evaluation and reflection:

Show connections between my project and a wider spectrum through how racing games have an impact on modern/historical car culture.

Regular detailed evaluations for pieces and even research and what needs to be improved (WWW, EBI).

Formal.

Keep comparing my original plan.

Presentation:

Not needed yet.

To do:

◦ Weekly planner

◦ Collect all previous work ( research and practical ) and begin to place within a sketch book.

This includes my brainstorm ideas

◦ Padlet

Update.

◦ Research

Look through my camera roll at images of cars in motion and then have a look online for images of scalextrics in motion. (I already have game pictures of cars in motion that I have taken myself.)

Perspective shifts.

Research game aesthetics like retro and hyper realistic racing games. Compare physical car gaming to scaletxtric.

Speed and motion, then car culture and futuristic and finally game aesthetic and digital.

2 artists for each section.

Speed and Motion Giacomo balla (speed). Marina Apollonio (Optical illusion art) Gerhard Richter

Culture and future

Aesthetics and Influence

◦ Use images from London trip to build a primary research.

◦ Sketch ideas. (Digital and physical)

What I have done so far is digitally shown how my trip photography links to my project and the exam title. Physical wise I have painted a few large scale paintings of floor cable protection which looks very similar to scalextric tracks but what I’m planning to do is show how brush strokes can show motion and speed.

Also within one of my pieces I want to mix realism with abstraction by adding a game glitched effect through paint. (Possibly a textured painting)

Then I need to figure out witch is most visually pleasing and evaluate what aspects work and what doesn’t. Put this in my sketchbook. Narrow down ideas after this stage.

◦ Written reflections on what I find most interesting within my art and research plus how this informs my ideas.

◦ Artwork (final piece planning)

I’m going to avoid realism for final pieces and go for more game visual effect.

Show development. Refinements developments failed attempts and experiments.

Annotations.

Ideas:

A painting or possibly digital piece that captures car games, motion, speed, and the evolution from physical to digital.

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Plan for Exam work


Distinction 

Context:


Comprehensive understanding and knowledge of subject context used to communicate complex concepts, articulate ambitions and clarify purpose 

Plan: show purpose exploring a nostalgic concept of cars through scalextric, the realism of modern racing games and then show the connection between auto motive car design and gaming.

Game history, how cars have been represented within games over time. 
Arcade sim racing slot cars etc. 

Research:


	â¦	Art movements 
	â¦	Real life car designs/concepts 
	â¦	Game concept art 
	â¦	Development of car/racing games

Inform ideas not collect so show correlations and how this advances my work. 

Also look into how video games compare to scalextrics and use this to show the evolution of car gaming. 
Examples: Forza, and Grand turismo. 

Problem solving:


Determined approach to solving problems like with one of my paintings didnât go so well how I refined it. Look at failed attempts with creative solutions. 

Mixed media digital art painting possibly 3d models. 
Document everything. 

Planning and Production:

Management of my project 
Detailed planning through my action plan and this document. 
Timeline. 
Sketchbook and padlet with reflections 
Final piece completed up to standard. 

Practical skills 


Varied usage of materials and techniques. (Digital art and painting)
Polished final piece. 

Evaluation and reflection:


Show connections between my project and a wider spectrum through how racing games have an impact on modern/historical car culture. 

Regular detailed evaluations for pieces and even research and what needs to be improved (WWW, EBI). 
Formal. 
Keep comparing my original plan. 

Presentation:

Not needed yet. 

To do:

	â¦	Weekly planner

	â¦	Collect all previous work ( research and practical ) and begin to place within a sketch book. 

This includes my brainstorm ideas 

	â¦	Padlet 

Update. 

	â¦	Research 

Look through my camera roll at images of cars in motion and then have a look online for images of scalextrics in motion. (I already have game pictures of cars in motion that I have taken myself.)
Perspective shifts. 
Research game aesthetics like retro and hyper realistic racing games. Compare physical car gaming to scaletxtric.
Speed and motion, then car culture and futuristic and finally game aesthetic and digital. 
2 artists for each section. 
Speed and Motion 	Giacomo balla (speed). Marina Apollonio (Optical illusion art) Gerhard Richter
Culture and future 	
Aesthetics and Influence 	


	â¦	Use images from London trip to build a primary research. 
	â¦	Sketch ideas. (Digital and physical)

What I have done so far is digitally shown how my trip photography links to my project and the exam title. Physical wise I have painted a few large scale paintings of floor cable protection which looks very similar to scalextric tracks but what Iâm planning to do is show how brush strokes can show motion and speed. 

Also within one of my pieces I want to mix realism with abstraction by adding a game glitched effect through paint. (Possibly a textured painting)
 
Then I need to figure out witch is most visually pleasing and evaluate what aspects work and what doesnât. Put this in my sketchbook. Narrow down ideas after this stage. 

	â¦	Written reflections on what I find most interesting within my art and research plus how this informs my ideas. 

	â¦	Artwork (final piece planning)

Iâm going to avoid realism for final pieces and go for more game visual effect. 
Show development. Refinements developments failed attempts and experiments. 
Annotations. 

Ideas:

A painting or possibly digital piece that captures car games, motion, speed, and the evolution from physical to digital. 

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This is my solution I managed to come up with. I experimented with creating another method of getting a track onto my piece. I'm planning to develop this more as I used masking tape as a temporary solution to fix what was causing more issues. I chose to firstly cut out a perfect circle with the width measurements I needed, but it’s a similar problem I had with the Hot  Wheels track; it would bend and curve how I expected it to.

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This is my enlarged etching final outcome, it's based on my original digital collage. I chose to transfer my digital college into a more detailed drawing that showcases my technical fine line skills. to push my creative level I decided

to work with a stick and ink which was an unfamiliar equipment for me to use. When beginning to work on my piece I thought it was going to ended up with ink splats and smears because I'd never used this method before, but I was being careful and precise in with each line to make sure this did not to happen. The material I chose to work on was large wallpaper which I thought was a perfect size to work on due to how complex my college was and how much detail i would be able to implement.

Although I haven't referenced any artist within this outcome, the original digital collage and the structure was loosely inspired by Frank Stella and Richard deacon. I spastically chose the right ink to connect with hot wheels. Within the image you’re to see how bright the colour is, but in person it’s that classical hot wheels orange. I would have taken a more professional approach in documenting this piece but due to it being large scale I was unable to scan it through the photocopier.

WWW: Making this large scale illustration the detail and outcome was what went well. another thing that went even better was the shading I went for a more open approach with the shading this time and this It worked better than my previous print. it took a while but that was to make sure no ink splatters were on my piece.

EBI: Documenting this work being able to see the true colour is what i think i could have improved on.

Moving forward i’ll now try to professionally document each piece of to get the realistic outcome.

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Games, to most people, are activities that'll engage them, played for enjoyment or competition. Personally, my perspective of games is different. I see them as a form of escape, for multiple reasons. After having a stressful day I can focus all my attention and energy on something creative, challenging immersive. Games also allow me to connect socially or to enjoy alone time. By this, I mean I'm able to either play an online game with friends or by myself. To me this is a method to detox and reset.

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Here I present my outcome. This was based on my digital collage showcasing imagery from my London trip. This piece was to showcase my developing experiences throughout this project and what is in store for my next outcomes.

With this piece, I’ve learnt there’s always a resolution and room to develop my skills. During the making process, I ran into multiple problems, for example, the track not modding to my model and my model’s base stability. During making this, I still wanted to stick to my theme of the automotive industry but showcasing a 3D model of my collage, which was loosely inspired by multiple artists (Frank Stella, Richard Deacon, Kazunori Yamauchi, and Takumi Yamamoto) through each one of their specialities.

Frank Stella: structure, shape, motion, and dynamic forms.

Richard Deacon: abstract shapes, motion, and energy.

Kazunori Yamauchi: Digital Design and refined design.

Takumi Yamamoto: through investigating and incorporating his works like the Citroën GT.

Each one of their specialities contributed towards my thought process when getting to this final model, and I don’t plan to just stop here with my next project. I plan to work on something I’ve never done before and test myself.

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This is Gran Trak 10, a game considered to be one of the first digital racing games, but all contrasting with an arcade game. The game layout was a bird’s-eye view of the track. Players would be on a time scale and would have to drive around the track before the time ran out. The reason why I’ve chosen investigate this game is because of the correlation it has to my ideas and passions. Another reason why I’m looking at this game is because of the historical value it holds. Games have developed since when this was released; this game is minimalistic when it comes to graphics but was a game changer when it was released in 1974. Knowing that this was one of the first car digital games, I chose to investigate why it was so popular, and the most common answer was because it was an arcade game released in the golden age of arcade games (prime time when it was most popular) that had relations to the car culture and how it had mechanical controls, it focuses on the automotive industry and structure.

Now that I have explored two different methods of historic digital automotive games, I will now investigate my second type of automotive theme: toys.

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Gran Trak 10 is an arcade driving video game developed by Atari through its subsidiary Cyan Engineering, and released by Atari in May 1974. In the game, a single player drives a car along a race track, viewed from above, avoiding walls of pylons and trying to pass as many checkpoints as possible before time runs out. The game is controlled with a steering wheel, accelerator and brake pedals, and a gear stick, and the car crashes and spins if it hits a pylon.

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Rolling Out the First Driving Game - The Strong National Museum of Play

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I’ve admired The Strong’s vintage Drive-Mobile arcade game since the first time I stood in front of it with Martin Reinhardt, the museum’s arcade game conservation technician. It was exciting to see how the first arcade driving game—a popular and enduring genre—actually worked. Martin opened the back of the game for me and demonstrated the mutoscope drum design in action. Early mutoscope machines contained a revolving flipbook on a spindle to create the illusion of a moving image when a [...]

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Hard Drivin, Arcade/Console,1989

This is Hard Drivin the worlds first arcade simulation developed by Atari

Ridge Racer,PlayStation,1994

Gran Turismo,PlayStation,1997

Forza Motorsport

images if in game tracks to show link between Frank Stella and Richard Decan

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This is my experiment college. Starting next part of my project I've chosen to investigate historical methods of competition games, through doing research I found chariot racing.

I am initially going to create a collage to visualise how incorporating this topic into my project will add value to what I'm planning to do.

I made this collage of two horses and a chariot with images from a historical book, I chose to pick out images that slightly resembled parts to a chariot for example I picked out the wheels and chariot from images that were from the Ancient Egyptians. in making this collage I didn’t quite like this method of researching and visual representing my ideas so I moved on and I will later into my project ill try to reintroduced a different method of collages.

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A3 representations of my photography…

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I’ve chosen to research Scalextrics because it’s a representation of digital games whilst contrasting as a physical toy. I’m also looking into them because they experiment with motion competition control and speed, which are themes either incorporated in my project so far or what I’m planning on implementing. Scalextrics is a company created in the late 1950s that was producing the first electric slot cars. They used plastic to make these cars, but in the 60s, they chose to change the material due to it being easily damaged and warping, so they came up with a resolution: tinplate, a much more durable material. This is when their population blew up. They primarily became popular because buying their tracks and cars was a form of bringing a piece of the automotive industry and also competition home.

Now that I have investigated Scalextrics, I plan to research Frank Stella, whose work reminds me of Scalextrics.

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Scalextric brings the thrill and excitement of motor racing to life in your living room! Are you new to the exciting world of Scalextric, or rediscovering a childhood passion? Not sure where to start? Then read on for everything that you need to know about Scalextric. Strap in and start your engines…

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chariot racing is a form of speed, competitively, control and entertainment I've chose to look into this because Im currently thinking I would like to base my project on automotive but would like to solidify my ideas before going straight into a main topic. the reason why I've chose to look into chariot racing is due its similarities to modern methods of competition, speed, automotive entertainment, and control. I'm saying this because the racer would either be in a team or solo they would control 2-4 horses at high speeds and there would commonly be crashes which added to the entertainment which is very similar to modern day racing. what type of racing could this be you might be asking well any type of races really it could be hours racing Formula 1 and much more and this is how it connects to my project through the aspect of organised racing and competition. It loosely explores real life racing to digital racing

How? though things like laps, risk, wining, teams spectators.

people’s fascination of racing has evolved from roman racing methods and even current one to modern alternatives like digital games. I believe this to be because theres a next to no risk in playing a digital game.

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Finally my 3rd collage I chose to choose images form the London trip but than also blended them onto a scalextrics track

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This was my blender animation this has probably been the most difficult thing I have done throughout this whole project but Im satisfied with the outcome.

This animation was based on my 3D

WWW:during this creation I think learning a new software and bing able to document aspects of the process have went well.

EBI: I wish the animation was longer

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This is my 3D scan of my model. Now that I've reached a point in my project where I could stop, but I’m not planning on doing so. I still have so many ideas going about now, and I want to experiment more. I’ve chosen to make this 3D structured scan because previously I've never had the opportunity to try editing and creating art. So, it was all a learning cure for me because when I first made my model, I didn't think I would end up seeing it in the way I do now. I now see my 3D model being incorporated into an animation. I'm not too sure how I would like this animation to look, but I do have a song genre for me to add into. It is in correlation to the previous car edit songs. I've created this to showcase how my ideas are still going and still adding value towards my project.

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these were a way of testing out motion blur and presenting a form of motion though animation.

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digital game play and clips for an edit 

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digital game play and clips for an edit 

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These are just a few clips from the game Forza Horizon 5, and I plan to make a digital animation with these clips I've recorded.

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These are my digital car animations. In the beginning of the exam, I had made a small edit with background music, and I wasn't a massive fan of it. I felt it was very simplistic, and I wasn't going to incorporate it into my portfolio, but now looking back, it showcases my development in editing digitally.

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really liked this… i’d previously made edits and plan to for this project…

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In the end, I made the decision to add the side covers for the stairs. I feel this has worked well and has done the opposite of what having no covers was doing. With the covers now, it reflects light, making the piece feel more inviting and contrasting with the shadows created by the lighting. This piece is inspired by Richard Deacon and Frank Stella. I was wanting to create a sculptural piece that had a loose representation of their work but in my style and theme. Both artists worked with large scale, and I've started to go larger scale than usual. Now that I have got to a stage where I can stand back and look at my sculpture, I definitely want to develop this. In doing so, I think I'm going to add white to expose more of the shapes and shading. Over the weekend, I'm going to go have a look in some shops and see if ill beans to get the supplies. What I also need to do is get the HotWheels track while I'm looking for white spray paint.

WWW: I think being able to stand back and reflect on what I have done so far has been really effective because I know what I need to do next and what I need to gather before starting the next part.

EBI: I think I could have pre-brought the tracks so I would be able to fit them straight onto my structure.

Now that I’ve got to this stage, I will get the supplies and begin adding them to my sculpture.

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In the beginning of making my blender animation, things were going somewhat smoothly and I only ran into one or two issues, but these were easily resolved. Then when trying to gather models, furniture, and background decorations that would emphasise the meaning of my animation, it became quite difficult. When animating the car, I didn’t really run into any issues. The main issues that were encountered were getting the camera angle to follow my car model and make the car wheels follow a path. Another thing that was a problem was tilting the car at a specific angle when following my model track. For some reason, when the car was following the track, it wouldn’t tilt the car, so I had to manually tilt each segment. however, once I was able to get past all of this rendering and putting the images into an animation went really smooth. Throughout this whole project, I’ve really enjoyed every aspect of it being able to develop my skills.

camera

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beginning to use blender, I started off by importing my 3-D scan of my model I almost instantly ran into problems. Firstly the texture of my model was very bumpy and some parts hadn’t even rendered. I decided to try sculpt my model with blender which meant I would be just filling in any spaces that weren’t rendered and smooth things out this worked so I moved onto fixing the amount of polygons on my model. Once I had done all of this, my model was looking a lot smoother and ready to begin animating.

WWW: What has gone well so far has been being able to find solutions to problems and not just leaving things how they were.

moving on from this, I am going to begin adding things into my scene for example of the toys to showcase that this animation isn’t just towards cars and shows a coherent theme throughout.