Immersive Art – Three Examples From Salvador Dalí to Abba

Immersive experiences are becoming ever more present in exhibition spaces, music halls, theatres, and other public and private settings. As technology keeps advancing and the public moves away from traditional media, in this blog I will look at immersive experiences that caught my attention and delve into the world of immersive art from different perspectives…

[10] The videogame game-space storytelling. 

In this blog I will look at one of my projects about environment art. I will delve briefly into video games history, why I started working on the project Mediterranean Rustic House by Jaime Perez (2020), the processes I went through to enhance the look of it and what I learned throughout the process thanks…

[9] The semiotic of colours and the emotions they can evoke. 

Photo realistic environments and colour theory are two fundamental aspects of video games design that can establish high quality affective and immersive gameplay. In this blog I will look at colour theory and the semiotics of colours using World of Warcraft (2004) and Ghost of Tsushima (2020) as examples. Although colour theory is not an…

[8] Beat saber (Virtual Reality) and Immersive Environments

  Virtual reality is a fast-developing technology that has benefitted from a massive increase in computational and computer graphics power, which is now more accessible than ever (Slater, 2018). Three of the main characteristics usually associated with virtual reality are its capability to disappear, to immerse the users into a world where they can interact…

[7] A Journey through Virtual Landscapes using the Affective Framework. 

Virtual environments and emotions can have a great impact on users’ immersion and motivation. In this blog I will look at the video game Journey (2012), developed by Thatgamecompany, and analyze how its game-space design engages players emotionally. Although this video game was released more than a decade ago, it is still a good example…

[6] Jasmine, Bayonetta and the Male Gaze 

Using the male gaze theory as a framework (Mulvey, 1975), this blog will look at two female fantasy characters, one from the One Thousand and One Nights folk tale, Jasmine as represented by Disney in Aladdin (1992), and the other from the video game Bayonetta (PlatinumGames, 2009), the protagonist Bayonetta. Although the characters may seem…

[5] Stuart Hall and the world of JoJo’s Bizarre Adventures. 

Jojo’s Bizarre Adventure is a manga series by Hirohiko Araki which has been serialized via various media such as animated series, video games, action films, art books, novels and fashion exhibitions. In this blog I will use Stuart Hall’s theory of representation (1997) to see how Hirohiko Araki Jojo’s queer character aesthetics can be received…

[3] A cat’s life simulation in the world of Stray the video game. 

Realism in videogames is usually associated with graphics and how closely the assets of a game represent their physical counterpart. The developers of the video game Stray (2020) must have kept this in mind when designing the game-space and gameplay of the dystopian city of Stray. In this blog, I will look at the videogame…

[2] A look at Transmedia Storytelling with Collodi’s Pinocchio 

Transmedia storytelling at its core is the migration of narrative content across various media and how they interact with each other in ever more complex ways (Jenkins, 2010). In recent times there is no lack of examples of transmedia storytelling. Seeing world famous characters and series such as Spider-Man, Barbie, Pokémon, Star Wars, etc, entering…

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