Wednesday, November 27, 2024

Working through the process (generalised anxiety disorder example)

 Alongside my research for this project I'm also crafting iterations of cognitive disorder creatures, this process allows for me to ask questions of the work that I'm making and feed that into the research for a more cohesive development of concept art. This blog post will walk through this process during the creation of concept art for the cognitive disorder creature of generalised anxiety disorder.

The starting point was looking at the questions to answer from the last blogpost in terms of this disorder and starting to put together the pieces for what sort of animal this would be, noting the sort of behaviours that small rodents and other similar mammals exhibit that have similarities to the conventions surrounding the symptoms of anxiety such as nervousness especially in movements, the need to be aware of the surroundings as an exhibition of paranoia, easily frightened and often opting for evasion in a flight or fight response situation. This would lead me to observational drawings of such rodent creatures like mice, raccoons, rabbits, etc. Asking questions of what features could be altered and adapted or fully removed or added to further represent the disorder.



Wanting to exaggerate all the features of the head that took in the senses such as ears, eyes and nose to represent the need to be aware of any danger around through paranoia, exaggerating these features could also allude to the idea that a perception of danger could be false due to overstimulation of the senses which can often cause panic attacks in sufferers. Adding a larger more fluffy tail as a safety blanket of sorts that the creature could wrap itself in to feel safer as well as maintain a sense of balance due to the now larger features upon the head of the creature.  Oversized rear feet to propel the creature away from danger more easily in a flight or fight response situation. Also understanding that a lot of the fears within anxiety are apprehension towards future events that may or may not happen so looking into fortune teller stereotypes and fashion to conjure possible ideas for the design led to the implementation of cartridge growths upon the ears that hung like earrings to represent this whilst also serving the purpose of creating a rattle-like sound as the creature moves to indicate the subconscious alarm bells within an individual when entering an anxiety inducing scenario.



Constructing further iterations of the creature in different positions to further illustrate how they interact and what additions I could make led to images of how they would utilise the blanket tail as well as grouping together, I theorised how representation of anxiety snowballing within a sufferer of generalised anxiety disorder through catastrophising a situation could either be illustrated through either a wider size difference from birth to adulthood or a fast reproductive cycle to produce a rapid increase in the number of creatures within an environment to form a sort of infestation, opting for the latter as a more realistic interpretation of the aforementioned symptom. Adding an external spine to push the design further away from being interpreted as an already existing creature whilst also being a visual representation of people viewing the sufferers of the condition as being spineless due to their reluctance of entering certain situation due to their anxiety, however this reasoning fits into the category of perceptions of a sufferer rather than an actual symptom and having discussed with tutors how to build a set of rules during the conception of artworks a creature should be exclusively made up of representative features from either perceived notions of a sufferer or actual symptoms but not both at the same time, mainly due to the idea of the game being the hunt for these creatures to understand the disorders I don't want to craft creatures that are based on the perceptions of the sufferers and have players attack them as this would allude to the theme of beating on sufferers of the disorder as opposed to fitting with a pro-social theme of informing players and being representative for sufferers. If a creature is made up of the perceptions it can be a creature the player doesn't attack but cannot exhibit both design features without a valid reason i.e having variations of the creature based on whether they can be attacked or not to showcase if the creature has been domesticated or not similar to the ecological differences between wolves and dogs. This would lead me to theorise another reason for the design choice of an external spine or the removal of it from the concept art. I also started to look at designs of tarot cards as a possibility for the colouration an patterns for the creatures fur to further illustrate the earlier idea of future based apprhensiveness as a symptom for sufferers of this disorder.




Crafting a quick side profile of the current idea of what the creature would look like, I knew I wanted the creature to be coloured with earhtly tones to show the grounded nature needed to overcome the condition whilst also relating it to the creatures it was based upon with the need to blend into it's environment to evade predators/dangers etc. Preferring the earth tones with less saturation to show a negative theme to the creature that wouldn't come across with brighter more saturated colours.


The first sheet of colouration and pattern iterations



The first couple of ideas utilised the crescent moon symbol on tarot cards as well as the thin strands often illustrated on the cards as well as the more saturated earth tones to give evidence to my theory that a they would come across more positive than necessary.

Moving to a much less saturated pairing of colours I illustrated the crescent moon pattern again as well as a spotted pattern similar to how fungi may display this pattern to warn against creatures that they are poisonous or similar to archaic plagues that would present themselves on victims as spots or similar markings.

On the next couple of ideas I extended the crescent moon into a striped pattern as well as adapting a skull like marking on the face that can be present upon some tarot cards to symbolise the nature of looking into life/death dichotomy as a theme within occult crafts like tarot readings and ouija boards. Finding an inversion of the stirpes to be paler as well as the mask pattern to help it stand out more.

Attempting two more colourways with a variation on the crescent moon strip pattern to observe the limits of where the pattern can still be representative of both it's tarot card origins as well as being perceived as a natural pattern. There needs to be a maintenance of the shape without forking or smaller less moon shaped variants as it diverges too much from its origin to relay the representation to an audience.

The reason for finding multiple variations of colouration is due to the understanding of how globally afflicted society is with this particular field of disorders, thus creating a necessity to illustrate colourways that fit the need with camouflaging into different environments whilst maintaining the earth tone pallette e.g. arctic tundra, spruce taiga biomes, space desert environments, heavy human density cities, volcanic ashen landscapes etc. Also experimenting with the use of lighter or darker tones for the stripe pattern depending on the environment. Also adapted the eye to a more reptilian variant to push the design further away from a cute pet aesthetic to show a more sinister undertone to it being a creature representative of a malignant cognitive disorder. Alongside this eye I ended up adding a forked tongue, an anatomical adaption for snakes to help them sense more in their environment due to limited eye capabilities, on a creature with a higher sense of vision this would only create a larger intake of sensory information which lends to the earlier understanding of the need to have a higher amount of sensory intake for this creature due to it's paranoia induced sensibilities as well as the possibility of an overload of the senses to cause panic attacks, it may align with the design benefits of the new eye design as well.

As mentioned previously after having discussions with my tutors about the need for a base set of rules during the design process when it comes to aligning the design with either the perception of those with the cognitive disorder or the symptoms I needed to start understanding which disorders may fit in more successfully with which camp. I can extrapolate that with a more common disorder such as generalised anxiety disorder that the representative creature may be more likely to be domesticated or unlikely to be hunted in this project since a majority of society has either suffered or come into close contact with an individual afflicted with the disorder whereas something more niche such as Munchausen by proxy syndrome would better fit into the hunted disorder creature to allow for players to have a better understanding of the symptoms and in itself the disorder as well as representing the rarity of the disorder in comparison to disorders in the field of anxiety or mood disorders. I can also reduce the size of the external spine and include more anatomical adaptions to the design that represent more symptoms to indicate a variation of generalised anxiety disorder that is not domesticated and thus could possibly be hunted, remembering an earlier idea of borrowing the mechanic of obtaining items from the hunting of these monsters to craft equipment and apparel that would offer benefits to the player in certain environments or when facing more of the creatures/ more sinister disorders within the same field i.e agrophobia. The tail for example being fluffy and a comforting piece of environment could be incorporated into an oversized collar or fur lining to a piece of apparel to provide comfort to a player during a hunt. There is also the option of having cognitive disorders that are more prevalent to be present within the game as almost background creatures to fill up the environment with more life and nature that players don't necessarily have any interactive qualities in the game but can observe and be informed of what they represent to fit in with the wider theme of the game, such as some of the prey-like creatures in games like monster hunter that illustrate a food pyramid in the world, items can still be obtained from the creatures without hunting them such as fur and feathers from natural shedding or ear cartridge growths from farming and community efforts of preservation of the species like real world tagging of endangered species to track their movements and reducing human impact on them to gain a further understanding on the species. This idea could fit well with the end goal of how I am hoping to present this project as a sort of almanac of concept art to help it stand out from the common concept art book model of just displaying the works in separate chapters based on what theme they fit into i.e player character/ antagonistic factions/ environments/ interactable objects/ set dressing etc. Using the Elder Scrolls Online concept art book as an example where the manufacturers turned it into a sort of diary or an exbedition for a fictional character as they travel through the lands and the art being observational illustrations they made along the journey with comments made along the way both showcasing the artists own developmental journey as well as inspirations for the pieces.

This is how researching in tandem to the design process now begins to work, as starting to find a list of new questions during the design processes that were originally conceived of from initial research requires new directional research to answer said questions that further design experiments alone cannot answer. Here I begin to further my understanding of the ecologcal differences between creatures within the same family but formed different sub-species due to certain impacts to their evolutions such as the aforementioned dogs/wolves as well as cats/tigers or further separation like whales/hippos etc. understanding of 'Homologous structures' allowed researchers to understand the relationships between vastly different modern animal species having a shared ancestry.

When animals are domesticated, their bodies change. Many species become smaller than their wild ancestors. Some, including dogs and pigs, tend to have shorter snouts, floppier ears, and curlier tails. White markings may show up on the face, chest or legs.





Questions can now be answered during further design choices in further iterations such as; how does the creature differ between wild and domesticated, these features need to fit into representation of either perception of sufferers or symptoms and if possible showcase a change in appearance that displays how human interaction has removed the wild animal attributes and also replaced them with more domesticated features. Size is an obvious one but is only observable with a human model alongside the concept art for a comparison to be made. When it comes to the external spine, in a wild variant they could be much larger like the plates of a stegosaurus, that become flushed with clood like the hot flushes experienced by sufferers of anxiety and the creature may grind them against objects like trees and rocks to represent the grinding of teeth that anxious people do. After constant human interaction such as stroking and petting these plates reduce in size and become softer to the touch if visible at all and the grinding is no longer necessary due to the placating effect of human touch. The cartridge growths on the ears allow for an audible jingle that allows players to locate the wild variants, similar to how anxiety sufferers will tremble and have involuntary muscular shaking, a domesticated variant would have these 'earrings' removed or no longer grow them as they are no longer a required anatomical adaption as they don't need to warn nearby creatures of their presence like a rattlesnake. The colouration of the creature would change to fit with human aesthetical choices through decisive breeding as opposed to camouflage requirements of the wild breeds. the crescent moon shapes with desaturated colours could change to brightest colours with sun like patterns and shapes to show a more positive variation to the creature. Observing the 'purebreed' cat patterns that are forced through human manipulation to the tiger stripes of ancestoral variants can allow for this design choice to be implemented.




Starting to look at alternative colouration and patternwork on the creature to illustrate the transition from crescent moon patterns of wild variants to more solar and circular patterns of tamed and domesticated versions of the species. Warmer and slightly more saturated tones used as well as more brighter cat-like eye colours used. The designs can be further pushed with more concept sketches where the snout is extended, the spine is increased in size to plate structures, claws are added with fangs protruding from the extended snout that can deliver venom as a defensive action to illustrate the poisonous qualities of anxiety symptoms such as increased heart rate and sweating like a fever has taken place.

The television show 'The future is wild' is an interesting research point as it looked at how life might evolve over several points in the future spread over thousands of years and educates on how ecological impacts could change the biology and anatomy of current day animals that could allow for more realistic adaptions of real animals when looking for realistic creature design to represent cognitive disorders.








Friday, November 8, 2024

Crafting realistic creatures for an authentic representation

 

In terms of style when it comes to creating this project's concept art, the more realistic looking the better in my opinion, to present the creatures as a very real being thus representing how real these cognitive disorders are and how powerful the symptoms can be when affecting the sufferers. I feel that a more cartoony or stylised form of the creatures would be duplicitous in relating to none sufferers how severe and life-altering some of the symptoms can be. It also allows me to look more into the sort of ecological and evolutionary traits that have come to form different species of existing creatures and how that could be implemented into my designs such as the predator/prey adaptations I have already looked at.

Topics to be looking at when differentiating between different categories of cognitive disorder creatures are as follows; Features, Coloration and patterns, Height and Weight, Natural variations - this ties more into the different categories of cognitive disorders having separate designs whilst disorders in the same category appear as natural variations, environmental influences, diet, reproduction, advantages, weaknesses, communication, and culture.


FEATURES
I have to be mindful when deciding what features to include within the creature designs. Real creatures do not evolve randomly, and each feature they have evolved to serve a purpose. Every feature I add should fall into one of three categories: an evolutionary benefit, a vestigial remnant from the species' ancestors, or the result of a weakness we see in those who suffer from the disorder.

1. An evolutionary benefit is something that is important for a creature's survival. It can be a large feature like the wings that allow birds to fly, or it can be a smaller feature like the shape of a dog's ears. Tails on a monkey allow them to climb more easily and keep their balance while in a tree. The long tongue of an anteater allows it to get food that doesn't have much competition - these are the traits that allow an animal to survive within a niche.

2. A vestigial remnant is an evolutionary leftover that is no longer useful. For example, humans have vestigial teeth as a result of our diet changing over time. Depending on how the understanding of the cognitive disorder has evolved, they could have many features that used to serve a purpose, but now no longer do. 

3. Although less applicable in some of the disorders a species or set of features could be representative of the weaknesses a person sees in themselves when understanding the cognitive disorder they have, such as a deformation of the mouth in a creature representing selective mutism, it would not make sense to remove the mouth completely as they wouldn't be able to intake nutrients or communicate effectively enough to be a surviving species but some form of deformation would imply the mutism and it's selectiveness almost similar to how some existing creatures have abilities that only reveal themselves in certain situations that initiate a fight/flight response e.g rattlesnakes tail or skunks scent expulsion.

some examples of features are; Wings, Gills, Fins, Hooved feet, Horns, Tails, Extra limbs, Strange eyes, Extra eyes, Claws, Large ears, Antennae, Feathers, Scales, Fur, Exoskeletons, Additional or backwards joints, Long tongues.


COLOURATION AND PATTERNS
Colouration and pattern can be seen as features but can also play a huge part of the identity of the creature with the most obvious being camouflage as an advantage to either hunt for prey or hide from those who would prey on them but not all designs make that much sense. For example, many birds have evolved to be brightly coloured as a result of natural selection - the brightest males were able to mate and pass on their genes. This does not give birds a distinct advantage, and in fact, can make them more visible to things that would want to eat them. However, creatures like sea slugs use bright colours to communicate that they are poisonous and therefore inedible. A creature may also get. different colour depending on their diet. Flamingos are not naturally pink, and get their colour as a result of the pink shrimp they eat.


HEIGHT AND WEIGHT
Another important facto I should consider are the proportions and overall size of the creatures. How tall are they? How wide are they? How is their weight distributed through their bodies leading to decisions of whether they are bipedal or quadrupedal? importantly what would they look like beside a human since they are representative of disorders within humans - for instance, the weight on their shoulders people talk about when experiencing depression should be indicated by the enormous size in the creature displaying how cumbersome and difficult removing the creature/disorder can be to an individual. What is the reasonable margin of size variation for the creatures since not all humans are the same size, if the margin is exceptionally large what reason present within the disorder has produced this design choice. If the creature is gigantic how do they get the sustenance to justify this size and weight? Large herbivores would require enormous plants to eat, while huge omnivores or carnivores would suggest the presence of gigantic prey though this can be worked around if there is an abundance of smaller creatures, like how whales eat plankton.


NATURAL VARIATIONS
In the natural world different species have different variations due to the impacts of many other topics within this list and how they vary can be small or large depending on how impactful the cause of the variation is, there are many different subspecies of tigers but all look very similar however mantises look extremely different between species, for this project variation allows me to keep some similarities between types of cognitive disorders that all fit under one type and so share basic symptoms whilst have variations due to the more unique and niche symptoms the disorder may have. Some fields of cognitive disorders have a vast array of sub-types with very different symptoms whereas others hold very similar symptoms so would display mild variation across the designs for example sleep/wake disorders could be interpreted as nocturnal creatures so would all share dark colouration and large eyes and very little variation from each other, opposed to this is the field of depression that I have already suggested would have a large size and weight however every other design feature would be unique due to how different each cognitive disorder in this field can be.


ENVIRONMENTAL INFLUENCES
A creature's design can tell you a lot about where they live, and the type of environment that they will thrive in. In fact, because the features of their design exist to serve a purpose they will reflect the environment I envision when imagining the cognitive disorder due to societal conventions - depression/water-based environment, etc.
Understanding how these environments lead to creature design will impact the choices I make when designing the creatures. Cold environments lead to fur-coated creatures for example.


DIET, REPRODUCTION, ADVANTAGES, AND WEAKNESSES
These four topics all relate to the biology of a creature and whilst not the first thing to think about when depicting cognitive disorders as creatures since disorders cannot reproduce it is worth understanding if any of the known forms of reproduction can be representative of any disorders etc. I have already discussed the features that differ between creatures of prey or predator which would be impacted by diet and how the characteristics of anxiety don't fit with a creature that would be predatory and therefore they should display more features in line with herbivores and prey-like creatures but asking questions of whether they give birth to live fetuses or lay eggs and what changes in the design process the answers to these questions can deliver. As well as understanding possible advantages and weaknesses of cognitive disorders and how they could be represented in the design such as anxiety can be a way of uncovering foresight since you can often overthink a scenario and understand the outcome before it occurs whilst also offering a lot of fear and trepidation if the most likely outcome to occur is one you do not wish to happen. Could this be represented by extra eyes - certainly a possibility with paranoia disorder.


I have already started to produce sketches and observational drawings of features that already exist to get used to reproducing the sort of features that may be present in the creatures in a realistic form to allow myself to understand how to develop these into concept art pieces I wish to produce.






Learning Agreement for my final module XB4406

   NAME - John Michael Padden MA COURSE - MA Game Design DATE - 04/01/2025 VERSION NUMBER 4 Brief Explanation / Outline of Project / What?  ...