Monday, September 17, 2007

The Future of Pedagogical Methodologies in Creature Development: How procedural tools can help facilitate creature development and design.

The pedagogy of scientific visualization began well before Leonardo Da Vinci and the Renaissance. Cartography is the most elementary of data visualization, Ptolemy’s world map being a primary example. Scientific visualization grew from world based mapping systems to Carolingian Constellation maps to J.G. Heck’s Bilder Atlas zum Conversations Lexicon. Such visualization depended on the cooperation of scientists and artists – although some individuals were gifted in both areas of study.

With today’s digital tools the bond between scientists and artists has grown. Images now proliferate on the web – ranging from interactive Flash diagrams to 3D Tsunami reenactments. In these examples, it is obvious that the artist has come to aid the scientists. But many may be unaware of when the scientists come to aid the artists – especially in the world of visual effects and creature development. More and more, creature developers are using scientific methods to create heightened believability in their designs. Therefore, a background in science or contact with a scientist is a great asset for a professional creature developer. For example, Tim McLaughlin of Industrial Light and Magic, has written a very interesting article on the subject called “the Taxonomy of Digital Creatures: Defining Character Development Techniques Based Upon Scope Use.” (here’s the link: http://delivery.acm.org/10.1145/1190000/1185808/a1-mclaughlin.pdf?key1=1185808&key2=1681600911&coll=GUIDE&dl=GUIDE&CFID=35484365&CFTOKEN=26061710). This article takes an interested professional through a non-digital creature development workflow. It implores artists to explore scientific principles.

To be continued…

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