Monday, 2 November 2009

A few notes about 'She'

I thought I'd leave a few jump off points down in the next post, a few key words/phrases i found in my excerpts that would aid in me creating a more visually striking concept design finally, and in doing this, anyone can see what my aim is from the start, and see how much i do or don't deviate from it by the end.

I've just managed to see the most terrible copy of the 1965 version of She, starring Ursula Andress and Peter Cushing. From the parts i could make out, this seemed to be a fairly high budget piece, beautiful tropical backdrops and luscious indigenous themes run throughout to create a clear scene. I can only blame my dislike on the film for the shoddy quality version i managed to obtain, i haven't had to deal with 'VHS tracking' for years!
however despite this, I've been given a few ideas of my own now, so am looking forward to cracking on with some serious sketching...its been a while, but lets have it!

Information on this title is extremely rare on the Internet, i haven't found a single concept by anyone, I'm having trouble digging up any production info other than the studio responsible for producing it (hammer horror). i assumed such a prolific title would have been more widely discussed, but it seems this isn't the case.

Now as i can't find any real concept art at the moment for this movie, i have found similar art from similarly themed movies, just for the purposes of posting on here and perhaps a little bit of colour theory reference.

This is concept art from Tomb raider, obviously a highly if not fully rendered piece of work, but definitely captures a similar vibe to that of She.

Excuse the small image, this is form alien vs predator (yawn!) this temple built by the predator species in the movie is very different from any other temple you will find as it has elements of futuristic aliens in its shape (not well shown here) being built by an advanced being, yet still needs to allow the audience to relate so borrows themes from Egyptian style pyramids.

These 2 images are early 3d digital concepts for Eternal darkness (2002 Gamecube) and before i say anything else, this is hands down, without a doubt one of my favourite video games I've ever played in my life. it is extremely innovative and one of a kind, this game actually caused Nintendo to patent the idea of ''video game sanity'', and if you have played it you'll understand what i am talking about. I've got 2 copy's, so if anyone is interested in having a go, just say. as you can see by this, the images are all very similar, ancient ancestral ethnic flavours, quite 'stock' tribal type ideas, but they all work.

lets see what i can conj our up now then . . .


  1. Okay - some important tips re. the essay. What I DON'T want is 1,500 words of general observations about the 'look' of a game or film; what I'm looking for is some genuine research into the creative team/rationale behind the creation of a particular world (for instance, for Superman Returns, there was a conscious effort on behalf of the production designers to create an amalgamation of time periods, so that the film had a retro/contemporary quality that referenced the forties as well as the present day); another way to discuss the 'look' of a film/game in a contextualised way is to gather together lots of film/reviews and cross-reference the similarities between observations, as reviewers identify 'trends' and 'meanings' in the production design. I want you to actually 'deconstruct' the look of something in intellectual terms, and not just bang on about the obvious stuff - this should be your mantra - AVOID GENERIC OBSERVATIONS! Find an angle, support it with external evidence and PROVE your analysis... Obviously then, I'd choose something about which you can dig up the relevant information...

  2. Hi Elliot
    Looking forward to seeing some of your images for this - I'm interested how your male perspective will vary from a female one, Jade's for example. Jackie...Hagan not Andrew!

  3. they could be two very different views, and i look forward to seeing what the others think come crit time.