Monday, 11 May 2009

The Painting


the Painting consited of three main colours Brown, off white and a slightly more off white, i also used a gold silver colour for behind the screens and on some for some of the writing.
the brown i mixed was very close to the original, there is only a slight colour difference mine is maybe slightly lighter.

to spray the brown i masked off the inside areas and hung the two halves off the hinge using wire, this made it much easier to get to all the areas when spraying.

to spray the white areas i mask off the brown using fine edge masking tape to create a clean mask line but unfortunately when i removed the masking tape some of the brown paint came with it. this only happened in the areas i had just milled out when i was making the voids for hinges. for some reason the paint didn't key to the surface, these areas will ahve to be resprayed but i will make sure the areas are properly keyed first.

i used a lasercutter to create the stencils for the inserts were the buttons are and the brown and silver lettering that sits above and below the screens. i used self achesive pastic film and after much trial and error found that this was the best for making stencils. i experimented with plastic tape, maksing tape, brown packing tap but found the plastic film to be the best.

to make the stencils for the wrinting i was too hard to try and transfer them once they had been laser cut so i sprayed the piece first the covered it in the plastic film which i then ran it through the laser cutter, i could then just remove the areas i wanted to spray without disturbing the rest of the masking. the result was very good i managed to get a good clean mask with minimal paint bleed, there were a few problem areas but nothing major. some bits might have to be resprayed.

around the screens there is a speckled spray effect which i recreated by turning the air right down and adjusting the paint flow on the spraygun. i used the same technique when sparaying the buttons to give them a rubberised look but also added matting agent to give it a dulled worn look.

Monday, 4 May 2009

graphics and screens

The graphics on the lid and the screens have probably been the most difficult thing to do of this whole project, just because of the amount of time it takes to create them and the problems of what materials to print them on to.
for the screens it is just a matter of tracing over a photo of the original the filling the area with a block colour. the screen is actually on more than one level, which means i will create the screen in several layers which i will then print on to acetate. i will use a sheet of acrylic in between the two layers of acetate to create the depth of the original screen.


with the lid graphics i cant print on to acetate it would be too thick and the results would look terrible there are several other options including decal transfers, rub downs or masking and spraying after much research i have chosen to try decals these will be the cheapest and easiest to
make. Rub downs cost about £30 per colour and spraying would be too fiddly and take too long i am hoping the decal will be the answer.


some testers printed on paper just to make sure the sizing is right.


lasercutt stenciling tests i'm not sure how good these stencils are going to be, i will do some spray tests first before spraying the final ones. also some paint colour test, the off white is a good match but the brown is not correct it needs to be redder and lighter.



the Decal water transfers have been a success they worked very wel,l really good on the lighter backgrounds but not so good on darker ones, the lid graphics have worked very nicely they worked so well i decided to use it for the lettering in black.


before a apply the decal to the aluminum lid insert i needed to spray it with a tinted lacquer to give it the colour of the original which is a golden yellowy silver, i mixed yellow, red and some of the brown in to the lacquer, i sprayed 4 coats so building up the colour bit by bit without covering the texture.



this is a tester done on to clear acrylic, it works very nicely.


the screens have worked well the hard work of all the tracing has paid of. i printed one set off but the colours where too dark so i lightened them and adjusted them to make them closer to the originals. the screens them selves are made up of four sheets of material, a base sheet of acetate sprayed a golden silver then another sheet of acetate with the chracters and some of the scenery, then a 2mm piece of acrylic with a final sheet of acetate with the top bits of scenery printed onto it.

Monday, 16 March 2009

the making

i have started to make the components using chemi wood for the balk of the two halves, cut using circular saw and bandsaw, along with laser cut acrylic for the inlays, a void will be milled out for the inlays to slot into. the control pad will be CNCed with the round button lathed the other buttons laser cut.
I did most of the work on the mill, i used it to cut out the voids for the laser cut inlays, by using the mill i could create the exact depth for the inlay to slot into. It was also used it to create the textured aluminum sheet that sits in the lid, this was done by skimming across the top of the aluminum using a boring tool set to a 30mm width.

But unfortunately on the last pass the aluminum became unstuck and lifted slightly in the corner and the boring tool caught the edge and mashed it up. you can just about make out the circular pattern on the surface.
The second time i attempted to make it i used a larger sheet, i used double sided tape again but this time i screwed down each corner. i made a bigger area that i cut the final rectangle from, this worked much better and i have a piece that fit snuggly into the lid.


the lathe was used to make the one large button, the hinges and the crew, all turned out of chemi-wood.

the D-pad was CNCed in chemi-wood, a 3d model was created in Rhino 3D then exported to Excalibur where the tools and cutting speed and number of passes were chosen then this information is taken to the CNC and used to cut out the object.


the rest of the peices were cut out using a laser cutter or by hand.

to make the step down sections in the lid i made a former that out of chemi-wood and acrylic, then in placed carbody filler in the void of the lid i then pressed the former in to the carbodyfiller the create the step down fomation.


the result was better that i thought it would be and only needed a small amout of cleaning up and filling.

i used carbody filler to make the beveled edge around the screen.


once everything is stuck together the final priming and sanding can commence, there is not a great deal to do but it is fiddly and you have to wait for the paint to dry enough before sanding but i can work on other areas such as the graphics and images for the screens.


i had to mill out the area for the hinge to sit into, i also had to cut the hinge in half so that i could attach each piece to each side of the console so that it will be a working hinge. just means more sanding and filling.

Thursday, 12 March 2009

Nintendo infomation

all info from http://themushroomkingdom.net/mario_history.shtml

In 1980, Nintendo of America (NOA) released Radar Scope, an arcade game they hoped would kickstart a long reign of success. It flopped, leaving Nintendo stuck with 2,000 unsold Radar Scope units. To stay afloat, NOA desperately needed a smash-hit game—and fast. Hiroshi Yamauchi, the president and CEO of Nintendo Co., Ltd. at the time, asked staff artist Shigeru Miyamoto to design a new game based on his own ideas. The result was a game entitled Donkey Kong, starring "Jumpman," a portly carpenter clad in red and blue. "Jumpman" did not have his name for very long, however. NOA had to prepare the game for American release, which included naming the characters. As the story goes, they were mulling over what to name Jumpman when the landlord, Mario Segale, arrived at the warehouse, demanding the overdue rent payment. When he left, the staff had a new name for Jumpman: "Mario."


all info from http://www.gamecubicle.com/features-mario-nintendo_shining_star.htm
In designing the game's hero, Miyamoto sought to create a silly character with whom gamers could connect. He designed a pudgy carpenter with a rounded nose and wide eyes. The low resolution of video game displays at the time, in addition to hardware limitations of the Radarscope sets on which Donkey Kong would run, required Miyamoto to make a few adjustments so that gamers could discern the character's features. To make the carpenter easily visible, Miyamoto outfitted him with colorful overalls and shirt. A mustache was drawn in to distinguish the his large nose. Finally, a red cap was added because programmers found it difficult to create the hair movement that would occur when the character jumped. In the end, Miyamoto settled on the name Jumpman for the carpenter and Donkey Kong for his pet gorilla, believing that 'donkey' translated into stubborn or silly in English.

The SNES-CD was to be announced at the June 1991 Consumer Electronics Show (CES). However, when Hiroshi Yamauchi read the original 1988 contract between Sony and Nintendo, he realized that the earlier agreement essentially handed Sony complete control over any and all titles written on the SNES CD-ROM format. Yamauchi decided that the contract was totally unacceptable and he secretly canceled all plans for the joint Nintendo-Sony SNES CD attachment. Instead of announcing a partnership between Sony and Nintendo, at 9 a.m. the day of the CES, Nintendo chairman Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips, and Nintendo was planning on abandoning all the previous work Nintendo and Sony had accomplished. Lincoln and Minoru Arakawa had, unbeknown to Sony, flown to Philips headquarters in Europe and formed an alliance of a decidedly different nature—one that would give Nintendo total control over its licenses on Philips machines.

Nintendo helps spawns its rival.

All info from http://en.wikipedia.org/wiki/PlayStation

After the collapse of the joint project, Sony considered halting their research, but ultimately the company decided to use what they had developed so far and make it into a complete, stand alone console. As a result, Nintendo filed a lawsuit claiming breach of contract and attempted, in U.S. federal court, to obtain an injunction against the release of the PlayStation, on the grounds that Nintendo owned the name. The federal judge presiding over the case denied the injunction and, in October 1991, the first incarnation of the new Sony PlayStation was revealed. However, it is theorized that only 200 or so of these machines were ever produced.

Tuesday, 20 January 2009

Currant creative and design issues

All text is from Design council and can be found at:http://www.designcouncil.org.uk/en/Live-Issues/

What’s the issue?

If the UK is going to have a competitive economy driven by innovation, business and creative disciplines need to be brought closer together. And the place to do that is early, within the education system.

That way, tomorrow’s companies will be run by managers who understand creativity and creative specialists who understand the business environment.

But what would that kind of education look like?

In the Cox Review, former Design Council chairman Sir George Cox proposed a number of ways in which higher education could play a bigger role in ensuring that designers, entrepreneurs and business leaders speak the same language.

* Universities and small businesses should work together more closely.
* Higher education courses should better prepare students to work with and understand other specialists.
* Centres of excellence should be established, where multi-disciplinary courses combining management studies, engineering and technology and the creative arts are taught. taken from http://www.designcouncil.org.uk/en/Live-Issues/What-might-an-education-system-that-brought-business-studies-and-creativity-together-look-like/

The creative industries play an important role in the UK – we have the largest creative sector in the EU and our creative industries accounted for 7.3 per cent of total UK Gross Value Added (GVA) in 2005.

And recent research by NESTA finds that 34% of the creative workforce is employed in non-creative sectors, making creative activities as embedded in the economy as financial services.

So far so good. But the government is keen to ensure that the creative industries– which, in addition to design, cover advertising, architecture, the art and antiques market, crafts, designer fashion, film and video, interactive leisure software, music, performing arts, publishing, software and computer services, and television and radio – reach their full potential.

As emerging economies like the BRIC countries (Brazil, Russia, India and China) grow and their rates of production increase, the need for design to differentiate will rise as well.

But are emerging economies using design strategically enough, and if they are, does this pose a threat to UK designers? Or does it present opportunities for our design industry?
Facts and figures about the current state of design in emerging economies:

* The economies of the four BRIC countries now account for 35% of the world’s economic growth.
* India has a national design policy which aims to produce 5,000-8,000 designers a year through investment in new design centres. Design is expected to be worth one per cent of India's GDP, an estimated £56million, by 2009.
* China has plans for its creative sector to grow by 20 per cent year on year. The country opened its first specialised design school 23 years ago: now it boasts more than 400 and a vast new design facility has opened at Guangzhou’s Academy of Fine Arts to teach up to 3,000 industrial design students.
* Just behind BRIC come the TVT countries - Thailand, Vietnam and Turkey - which have a combined population of 230million and a collective GDP of £305billion

‘What is impressive – and worrying – about the emerging economies is not where they stand today but how they are positioning themselves for the future’, says Sir George Cox, Design Council Chairman, in the Cox Review of Creativity in Business.

Crucially, says Cox, ‘The UK has a window of opportunity.' While other countries seek to replicate our existing strengths (such as awareness of consumer rights and needs, brand focus), the UK can continue making its creative processes stronger. UK businesses must consider how countries like China, India and Russia have benefited from design in order to understand how the UK's creative economy can withstand competition from these emerging economies and take advantage of the new opportunities offered by the global marketplace.

For UK designers worried that emerging economies will take all their work, the Cox Review cites Finland as an example of how design and investment in R&D can help a nation’s economy withstand competition and become a worldwide design and manufacturing leader.

UK design – and UK designers – are highly valued around the world. But do we have the right skills to to help the economy stay competitive into the future?

After all, competition is intensifying as emerging economies are focusing fresh attention on developing creative capabilities to match their low-cost manufacturing.

In addition, rapid social and economic change is likely to put designers under increased pressure. As an industry, design can’t afford to rest on its laurels.

The Design Council is working with Creative and Cultural Skills – the sector skills council for the creative industries. Together, we’ve set up the Design Skills Alliance, an expert group of design employers and educators.

They have spoken to more than 4,000 designers, design managers, teachers and students to find out how design education could better meet their needs. The Good Design Practice campaign has evolved from their responses. It will help designers and design teachers by:

* Creating a Design Mark for primary and secondary schools who can demonstrate excellence in design teaching and learning
* Encouraging design univeristies to offer business study modules and business MBAs to learn about design
* Setting up a mentoring scheme for designers to meet other creatives from different disciplines and at different stages in their careers
* Improving access to the best professional development resources by promoting new and existing courses
* Creating a Designers Business Knowledge Base, an industry-led set of guidelines of best practice in key areas of design business
* Providing the latest information about the design industry and its skills needs compiled by analysing specially-commissioned and existing research to promote the benefits of professional skills for all designers.

all from http://www.designcouncil.org.uk/en/Live-Issues/


the below text is taken from: http://www.creative-choices.co.uk/server.php?show=ConBlogEntry.242

Blog: Creative Transitions
Training Creativity
By Sian Prime , 25 Aug 2008, 12:00 GMT

When I was interviewed for the post of Training and Development Manager for the Creative Pioneer Programme I can remember being asked whether I thought that creatives required particular approaches or training techniques. I answered very emphatically “No”, and while I still stand by that answer, my answer is now "No, but".

It is always dangerous to generalise, of course, but the "but" rests for me in the area of self-confidence versus self-belief. By this I mean that the creative people I have worked with all have strong self-belief in the medium that they work in, their skills as practitioners, their level of ambition and the impact they want and feel able to make with their work. Their confidence that they will be able to achieve that is often very low, this leads to a very strong tension, and can lead to paralysis – it is better to do nothing than fail. Overcoming this is the key and tends to be the focus of much of my training delivery. I have tackled it through developing a coaching style of delivery and very often just through the simple technique of "naming" it.

In developing training programmes, briefing other trainers and delivering material myself I have learnt about and used lots of different approaches, and I am sure most trainers have incorporated elements of these in to their work: Howard Gardner’s Multiple Intelligences or Five Minds for the Future; Myers Briggs Type Indicator and Honey and Mumford. This is of course, about being a professional and ensuring you create a dynamic programme suitable to the group you will be working with.

The question I return to when preparing material for any group is "what is the edge" – where is there a lack of confidence, or comfort, what needs to be developed here and to support the amelioration of this edge. When working in other sectors, the "edge" might be to develop a more creative approach to problem solving, or develop the confidence of the staff in their creative skills – in which case my approach will include a lot of creative training techniques. When the "edge" is commercialising creativity, building a business around their own talent, having the confidence to charge people for a creative product or service, negotiation with venues, galleries, clients, then the "edge" about understanding the client’s needs and how to reassure them of the positive benefits of their work. So my approach will be to develop the skills of empathy, how to communicate in a different language to their aesthetic one. The need to bring the audience/customer/client/buyer in to the creative process and to find ways to develop a relationship with them, rather than insist on one is key, and an aspect I spend a lot of time on when developing business skills.

The following have been useful techniques to ensuring that the materials are appropriate make a strong impact and take the participants on the transformative journey they have engaged with, or simply teach them some necessary facts and approaches:

* Relevant, applicable now and credible.
* Many creative people have a very particular “working memory”, engaging with this is key and there are a range of techniques that can support this:
o Multi-sensory approaches to learning – ensuring the auditory, visual and kinaesthetic elements reinforce one another;
o Ensuring that they timetable, agenda and learning objectives are very clear so the structure is articulated and unambiguous – the structure can then allow for creativity to take place;
o Ensuring that the participants become, if they are not already, aware of the way they learn and can influence the programme’s delivery style and – more importantly – transfer this to other situations;



* Creative people often use “global logic and reasoning strategies” so it is may be important to capture the whole picture, and relate every element clearly to that, rather than working through a process in a set of sequential steps. To support that I use:
o Mindmapping – I often present training sessions through a mindmap rather than a more linear powerpoint – allowing participants to see the whole journey as well as the individual elements;
* Encouraging participants to feel more comfortable with "closure"; in Myers Briggs terms many artists and designers tend to be “perceivers” – they are great at generating alternatives, at being flexible and will tend to prefer to keep their options open. Developing the preference to create and respond to deadlines and to make a decision quickly has been an important element to include.

Saturday, 17 January 2009

nearly finished Rhino model


My digital model is nearly finished a little more work on the fascia and correction of colour, the next step will be to work out how to built it as a 2:1 scaled model, i will have to decide which processes it will use for each component, i want to use as many as will be practical. i will try to include CNC, mill, lathe, laserctting and hand skills.

Tuesday, 13 January 2009

the difference between models

The is some small differences depending what model was bought and below is a link to a whole page dedicated to these differences.

http://www.intheattic.co.uk/donkey_kong_ii.htm