This last week has been focused on reorganizing the team and getting back on track. As team lead, I did not feel a sense of authority over an idea that I originally had no input in creating. Although I chimed in on the concept as it was being written and left many ideas on the metaphorical table, ultimately the entire project outline was already set in place before anybody could put other ideas or commentary forth. That vision for Mountainheart has remained unaccomodating and resilient to change. My fellow teamates have tried to get involved regardless and make it work, but none of us have felt the connection to become truly engrossed or passionate in our work. As leader, I was unable to dish out inspiration or enforce a particular vision of a concept that was foreign to me. I felt somewhat detached and unknowledgeable of Mountainheart, whereas a leader should be the one that knows the game inside and out. As the artist, this became more apparent, as I was constantly corrected on how certain designs should look and that it would “suffice for now” without any clear direction from Xander, our creative director. I was only told what I did wrong after I finished and was pressured to correct or redo it after already putting in the entire class' worth of time. Being productive as the team’s artist and trying to adhere to Xanders vision did not balance well with trying to find time to set others on track. I also realized based on the number of corrections I received while making art assets, that I really didn’t have a solid enough clue as to what Xander expects and that trying to set people in line would often interfere or conflict with what he wanted them to be doing. Therefore it would make more sense for the creative director and team lead to be the same person/position. However, now Cameron has assumed the lead and is working in conjunction with Xander. I’m not sure how this change will affect the team or if it will make any difference. I don’t think it hits the root of the issue. In my opinion, it is essential for a team to all be on board and to feel heard. We came here to create games we enjoy, not to be minions. This objective has been made difficult especially since our team wasn’t in full effect from day one, and without knowing the extent of what Xander had already created. And now it’s too late. Perhaps Cameron will have more success, especially considering he can be more direct and confrontational than I feel comfortable with among friends and peers. I think it is an important trait to have as a leader, and unfortunately, I lacked it. His looser fill-in-the-gaps role also allows him more time to look over the shoulders of everyone. He is also more stringent in his organization and deadlines. I hope that this change works out and we can get a working game up soon. As a class, we all missed a day from the Durham piping issue, and I also felt under the weather so missed an additional day. The other days were spent trying to revive the team and make leadership work. I also played around with the cassette design further and we have decided on having a cassette player as the permanent UI with several different cassette tapes that are placed into it. The tapes will have different designs and serialized numbers. This week I played around with the design and for now, I have a provisional cassette player for Unity until the fully polished design is flushed out. I like the idea of letting the player be able to visualize which tape is currently playing and for them to have distinct designs. I do worry about animating in the future and that the cassette player may look confusing on its own. A realistic cassette player look may be too complicated for the style of UI I envisioned, so I like the minimalistic and pseudo-cartoony design. However, I think it needs more details and a more defined bevel around where the tape is inserted. Overall, this week was scrambled both in terms of time at school and the workflow. We need to get back on our feet and hopefully, the changes will be conducive to more productivity and clarity. From here on out, we should all be on the same page, at last. The fate and realization of our game depend on it. As the artist, I will continue working with the cassette design and will also finish the inventory UI I have started as shown above. After that will be the settings and main navigation screen. Everyone else has roles to be doing as well. Hopefully, we can all get them done and have more definitive results at the end of next week for the following project check. Main points:
0 Comments
I think you can tell a lot about a person from what they eat for lunch. Is it hot lunch that the school provides, or did they pack a full-course onslaught of delicious food stolen from home? Perhaps homecooked cuisine, dinner leftovers, or maybe a lunchbox stuffed with snacks among other crap? Yes, you can glean quite a bit by what is splayed in front of them when it comes time to chow. Aside from where they sit and who they sit with. Once they set their trey down or unzip their lunchbox, a facade is uncovered and a piece of reticent home-life is revealed. You could tell a lot about me from what I bring; it arrives in an aged grey-on-black zipped case with a stitched plastic texture. By the looks of it, I have probably carried it with me every day since middle school. You could tell that much by a simple glimpse. Before, was a flatter one shaped like Darth Vader's mask. It had worn down so much at the edges and contours that holes formed; until, finally, somebody else threw it out for me. But, I had loved that lunchbox. It encompasses the first period in my life, followed by only one other. My current lunchbox is riddled with ruddy stains; the result of spilled food, or the effect of me wiping my hands on the days I forgot to add napkins. Underneath the surface is a sticky interior, stuck with crumbs from storing my trash when a can wasn't in sight. You could take it as innovative and crafty, or as a lack of extended effort. Though, it's my lunchbox. I decide what to do with it. Every morning I wake up I follow the same routine; after dressing and brushing my teeth, I cycle through the stations of snack-bins in my pantry and stuff my lunchbox full of their contents. I feed it an indulgence of lazy and unhealthy calories. Fuego Takis, Extra-Cheddar Goldfish, Toasted Cheez-Its, Cheeto Puffs; the whole round. To top it off is the main course of the daily PB&J. Do I not get tired of eating the same bland food every single day? I guess I count on my hunger and willingness to eat pretty much anything, by the time B-Lunch comes around. My family doesn't really have dinner leftovers, and my parents don't really cook for me. And I am really too lazy to cook for myself. It takes a lot of effort to prepare something more meticulous. Among my friends, my lunch is definitely the worst; rudimentary in comparison to their extravagant dishes. I learn about Italian, Indian, Greek, or Serbian dishes. I bask in their flavory scent. I can see glimpses into my friends' lives; their parents calling them to the dinner table which is lined in beautifully patterned cloth, and a full-fledged meal spread across its length, prepared directly from the family legacy recipe-book. The next morning they toast the leftovers, which are stored in a canteen to be eaten later. I've always longed for that culture and care at home, and the leftovers to show off at school. To comfort or remind me of a safe place. I am left with my Peanut Butter and Jelly Sandwiches. Even though they may not look ideal, they have been there for comfort since I stopped eating school lunch in middle school. I value my lunches. It doesn't matter if you can tell that I throw them together as I rush out of the house, that I don't have frequent family dinners, or that I should put more care towards my health because it's good enough for me. Good enough. TLDR:
This week I have focused on my responsibilities as the primary and lead artist of my group. Xander and I have worked on the conceptualization of the UI design together, while I have been putting it together in Illustrator. Rather than a play-head button, we decided to do something more unique and have an actual cassette on the player's screen. This adds to the immersion of the game and will more strongly engage the player. It also increases the functionality by having several buttons available, such as the eject and rewind/fast-forward buttons, as would a real-life cassette player. We plan to animate it as well so that the player can visualize the tape's progression as well as swap the individual tapes in and out of the player. This way it would mirror a real cassette tape and player. We may also change the design of each different tape, or number them according to their serial so that the player can differentiate them easily. As for the actual design, since Mountainheart takes place in a facility from the 60s, we decided to do a similar color theme as demonstrated by the muted beige background highlighted with the vibrant pastel lines. Because it's a UI component, and for the sake of remaining cohesive, I decided to go the route of making the tape simple and somewhat cartoony. Not only was this easier to make from scratch, but it also gave necessary leeway for the design to be modular and customizable. However, because Mountainheart is a horror game and takes place in a dilapidated facility, I decided to touch it up in Photoshop by adding a texture to help convey the more rustic and eerie ambience; a fine compromise between hyper-realistic and overly cartoony. Since I used a modular approach to designing the tape, and because its a vector designed in Illustrator, we can always make edits and nitpicks. As for now, I am very happy with how the simplistic design meshes with the texture. It definitely encapsulates what I was going for without any shortcuts, and it is definitely the feel we were going for. Xander is still experimenting and wants to try a pixel based UI as well, which may be something else we test out. I also need to work on the other components of the UI, but this is the focal piece. From here, we plan to animate the cassette as well as begin integrating into Unity while I finish the rest of the UI. As for my responsibilities as team lead, the project is on track although a few of my peers have been stagnant in their work this week. I can't always be watching over their shoulder, especially when I'm actively working on important pieces for the game. I incentivize them whenever and wherever I can, but there are limits to my power and time. There is a lot to get done and not only am I actively working in class the most, I also have to organize the team which is even harder than it sounds. Overall:
This is my monthly post ranting about art. As an artist, I have always felt crippled by my own activation energy; in other words, the hurdle of perfectionism and procrastination I have to overcome for starting each new project or idea. It isn't just in my art. Procrastination snipes me in every area of life. It lurks and then shoots its shot, right when I am about to push through. It shoots me to the ground so I can't get up. I procrastinate change in general, and any potential discomfort, while I bask in content - a certain type of conformity in an easy, unproductive life. Sedentary by all means. It is overwhelmingly difficult to trudge through the swamps of low cortisol, sublimated anxiety, and suppressed reality. I have already made myself numb, and all that's left is my longing to recover feeling without the means to do so. How do you get the motivation to overcome the things that weigh you down, when those very things are what hinder you from doing so? It feels like a fool's errand; a futile effort that was set up to be impossible from the get-go. Sisyphean's task. I'm trapped in the paradox of needing to conjure the motivation in order to overcome my lack of motivation. Irony, huh? Where does the motivation come from; spontaneously, out of nowhere? I have the faintest clue. The sad part is that I know I have the potential to do well at everything I try, but I lack faith to take the leap. What people fail to acknowledge, is the tandem of needing to do everything perfectly and subsequently putting things off until the last minute. They are directly correlated, and come in a power duo. Perhaps I have found the cause, the root of my malady. Why would anybody want to willingly face their own scrutiny? I hate the aftermath of my OCD towards anything I "finish", the days of insecurity that come in the wake of a finished project, the lack of reward and fulfillment to make it feel worth the work, as well as the mindset to keep improving. It is an uphill climb with the promise of a mounted flag and an overtaking sense of accomplishment, but in reality, is only followed by falling off the edge after reaching the top. There is a wretched voice that tells me what I do will never be enough because I live my life by comparison. I know that I have talked about the hidden value of perfectionism; how it helps me excel and improve the work I output. However, it is a two-headed beast. At the very least, I have my incessant need to satisfy, as well as my avoidance of negative confrontation, which keeps me on track with finishing my work. I worry about what will happen when those incentives become extinct. All of my accomplishments thus far in life have been the product of requisite encouragement. Am I yet to face my downfall? Going into college, I wonder If I will finally find my bearings or if it will be a continuation of disappointment. So that is the truth; everything I do feels awful in the end. Therefore I just don't do it, or I minimize my time effectively. I will always wait until the last minute, finish my projects the hours before they're due, and that way I won't have the affordance to correct every detail. I still feel the discontent, especially the insecurity. But, it is the easy route of fueling off of instinctual adrenaline rather than personal drive. Still, I worry that I will hate myself more if I try and can't succeed my vision, thereby losing any morsels of ego that I have somehow clung onto, or get my expectations too high to where I will feel the hurt of the fall. After all, my expectations are essentially perfection. End-notes:
This week my team has been efficient in our accomplishments. Each member is on track and understanding of their duties I updated the Trello and added extra functionality so it was easier to navigate, such as connecting it with Google Drive folders and directly attaching files. I also used features such as the checklists to give my team specific tasks to accomplish. This way it is clear-cut and easily understandable what specifically they are supposed to do; far more conducive to them getting tasks checked off. Outside of delegating roles and detailing everybody's tasks, I have been working on the UI. This has primarily been in the form of research, so I do not have much to show yet; there is a lot to take into consideration such as what program to design a UI in, the file size and type, resolution, how to integrate the designs into Unity, and other things that could potentially be obstacles, before jumping right in. I also have needed to brush up on my Illustrator skills so that I can make a visually appealing design because this is what will constantly be displayed on the players' screen. I do have some pieces of the design together, which I will polish and also make into vector graphics. Overall, my team has worked together well this week, with minimal internal setbacks as was before. Aside from me being out the last two days of the week from dislocating my knee, it has been primarily smooth sailing and the Trello board has been a good mediator between me and my group for keeping people on task. Xander has also filled in, taking on the role of making sure people are being efficient in the classroom. As far as the game goes, we have finished whiteboxing and Cameron is working on publishing it and sharing the file with Pranav and Liam because it is pertinent to their roles. Xander has been writing and recording audiotapes while also gathering inspiration for other group members to use, as Creative Director. Liam and Pranav have been compiling basic scripts and sound assets. The greatest accomplishment as a group was mitigating the confusion and internal conflicts from before with responsibilities, and getting everybody in a position where they are comfortable and not loafing. Next week will we continue working on whatever is leftover from this last week and the main focus will be on finishing the UI, as well as working out the basic character controls in Unity. All-in-all:
Picking up from where we left off in pre-production, my team needed reaffirmation on the roles I previously dished out, and the expectancies related to each role. I did this by speaking with each member, as well as with the group holistically. I considered all of our talents, experiences, and interests; from there, I did my best to reach a fair compromise with each member and to utilize everybody efficiently. My goal was for each member to have a similar stake in the project and for there to be some semblance of equity. However, I settled on it being imbalanced considering a few of the team members have stronger abilities and more commitment to the project, while others have significant responsibilities outside of this class and/or less incentivization to put in as much effort to the project. There is a limited degree to what I can enforce and how much influence I put forth without access to a grade book or individual salaries. To clear up some confusion, I made a document outlining the specific responsibilities affiliated with each team role, and I carefully thought out the amount of time each part would take. A lot of changes were made. The original roles I assigned did not account for each member's intrinsic motivation, and how much I can really count on them for. With the changes in the available timeline, we needed to adjust the overall plan and create a more realistic goal; to do this, Xander and myself partitioned the game into segments and decided on a reasonable portion of the game we could complete, now that we are down to half of the time we originally expected. Rather than a fully working version of the game, we have changed it to a "Beta Prototype," essentially serving as an introduction to the game rather than a fully-fledged playthrough. I also took into effect my new knowledge of the game design pipeline and my recent experience in Unity. This involved rethinking some of the initial priorities of the game, such as implementing whiteboxing and prototyping. As a team we have begun with outlining the map visually, as well as piecing it together in Unity using ProBuilder. Once it is set in Unity, and the file is shared across all members, we will begin implementing some scripts we have gathered as well as begin playtesting the physics and player controls. Once the basic mechanics are in place, we will add more detailed assets, which are currently in the works, and start on mapping the User Interface (UI). After that comes the more difficult and niche aspects of the game, such as custom scripts and audio + environmental effects. This week has been productive in terms of getting all members on the same page and creating reasonable goals. I was able to mete out responsibilities tailored towards each member based on personality rather than only the logistics of their role and the expectations that come with it; this was improvisational, and not what you would find at a professional company where expectations are rigid and come with a contract attached, which is unique to working with a team in a classroom. I anticipate social loafing to occur and a skewed workload -especially towards the more competent and involved members - to surface, but I also expect the bare minimum out of each member; a game is a lot to accomplish and we each have to play a part so that the game is working from all ends. In the future weeks I hope to add a bit more substance to the group's accomplishments, especially considering the tight deadline and project window, however this was a necessary start to ease into the progression/flow of things and to make sure we all know what to do going forward. Next week I will begin creating the UI predicated upon the prototype from pre-production and the input I received for revisions. I will also be supervising to make sure everybody is on track and knows what they are to be doing. At this point we all have roles to be fulfilled and ways to be getting a headstart. Responsibilities document: Organization of the shared Drive: TLDR:
The Gallery Newspaper revived something within me. Following the recent issue's release, I ruminated upon the culture present at DSA. How much have we missed from walking on a tightrope around Covid, with activities being safeguarded - a euphemism, considering that no more than 10 people have been allowed in a club room indoors, significantly less than a classroom- and limitations surrounding everything we do? On that note, there is a blatant contradiction between friends sitting next to each other at lunch with uncovered mouths, versus coordinated seating spaced six feet apart in the classroom, with masks required. A double standard is being unequally applied. The constraints on extracurriculars are accompanied by the tragic loss of our favorite and frequented coffee-shops nearby school, as well as a farewell to significant school events; two integral parts of DSA culture. The newspaper highlighted many of the shortcomings evident from the last two and a half years, along with the discrepancies between the present and the years prior to the outbreak. Nearly half of the school has yet to experience the full extent of what earned DSA its colorful reputation; rather, they've been left with the barred remnants. Reading the Gallery Newspaper instilled a great deal of nostalgia in me. I reminisced, and realized that I had forgotten what the school previously felt like before the world collapsed. I was once again integrated into the DSA culture that I walked into when beginning Freshmen year, in the form of student-hosted talent shows with bits of humor overarching a culmination of talent and a show of hard work, teacher-involved pep rallies that broke through the student-teacher barriers into a fun and accommodating event for everyone - while celebrating the athletic talent belonging to such a well-rounded school- , and the remarkable artworks posted in rotation on the walls and in the atrium's glass museum by your friendly neighborhood art teachers. This school's veins flowed with genius and artistry. At lunch you would hear melodies produced by adroit fingers strolling along piano keys, outside you would witness artistic murals in the making just across the street, before and after school you would find peers having study sessions at Kaffeinate or Parker & Otis, and teachers in line to order their morning coffees while talking to kids they've taught in the past, topped off by first-period announcements highlighting the incredible accolades and achievements produced by our very own. This is what the DSA Gallery Newspaper represents. This is what it means to the students of DSA. It is made special by the fact a collection of our own peers created it and composited their works, fueled by passion and engrossing interest, covering topics regarding the social atmosphere at DSA, how things have changed, and the unprecedented obstacles that our class has faced. They challenged various inequities in the classroom by placing them in a light of exposure. This is what will incite the reformation of Durham School of the Arts into DSA again, by connecting us all through our shared intrigues and social presence. We will not remain downtrodden, merely a sad reflection in a sad puddle of what this school once was and the extraordinary it harbored in a bygone era. The sentimental weight of the newspaper in my hands was everything that I desired when I came to DSA; a school I viewed as an art exhibit pinpointed in the center of downtown Durham; a symbol of artistic fervor and an immersion of culture from a plethora of talents and backgrounds; a melting pot of individuality. The newspaper was made by students, for students, with the editor being a friend of mine. Undoubtedly, it was the first-step towards recovering what was lost; to reviving and reintegrating back into the swing of things from before, prior to the dramatic changes in administration, the surrounding controversy, as well as the global pandemic, the explosions, flooding, power outages, campus intrusions, and the subsequent changes in the atmosphere at DSA. We are no longer breathing in the rich air exuded by the old walls of our historic campus, which have framed countless paintings and jaw-dropping creations throughout their residence; no, these are walls we now hate, albeit ignorant of their greater meaning. Will this stagnancy endure? Will it continue to permeate these walls with mold, or will they once again showcase the inspiration and raw emotion of our talented pupils? We have treated masks -a necessary safety precaution - as hazmat suits. We have been toeing the edge of nothing; bereft of commonality; bereft of school spirit; bereft of the bright culture DSA once displayed like a neon sign in the midnight city. We are letting these masks obstruct us from the all-encompassing air we once breathed in; an air of curated talents, of expression, and an air polluted by the exhaust of indulging in our creative outlets. DSA once housed all of these properties in abundance. This school will become reacclimated only once students are heard and seen again. This involves the lost pieces of our school's identity, such as the Gallery Newspaper, that once brought us together. Similar to the football games that upholster the community of other schools, DSA has its art; and neither of which are simply for entertainment or show. They are at the heart of the school's spirit. Even with the lack of pep rallies and talent shows, we can find ways to display our accomplishments and cherish what our school was built off of. We didn't come to DSA to perform in private and endlessly practice routines that never get presented. Nor did we come to write without publication, or to paint in reticence without positing a stance. We came here to be involved and to imprint ourselves. To disseminate our individual messages through creation, and to challenge particular subject matter meaningful to ourselves. To cast exposure, creatively. Not to remain in obscurity. Durham School of the Arts will revitalize. Art and culture are in the very fibers of its being. Students have already found ways to output their creativity through social media, for example @dsa.trashcans. It is just a matter of how much effort we pour into making the recovery expedient, and how much attention we put towards celebrating each other's work. Join clubs, collaborate, get involved despite the hurdle it currently takes. The Gallery Newspaper is just the first piece of the disassembled puzzle; it provided us with insight into concurrent issues at Durham School of the Arts that we were likely unaware of, and that needed mentioning, leaving strong impressions in its wake. That's good. It's a start. Now lets extrapolate upon what it commenced, and provision these gaping holes -leftover from sweeping and overwhelming change- with our own sutures. Conclusions:
Throughout the process of developing my educational game, Color-Code, I faced many obstacles especially regarding coding, as well as physics and aligning the camera. I was able to use youtube tutorials and peers to help assist me in creating the fundament of the code. However, the teleport-upon-fall script gave me more troubles and was a big pain in the butt. Another difficulty that came up in my process was aligning the color objects to be reachable but not too easy as to defeat the purpose of the parkour aspect. I achieved this through trial and error, and tediously moving the objects. I also had to create a plethora of materials which I assigned custom colors, and then applied to every duplicated sphere. I chose the colors by using a color mixer/picker website and typing in the given RGB number values into the color assigner in Unity, which was a more convenient and accurate way of choosing the colors rather than "eyeballing" them, because it is an educational tool. In terms of creating the scene and assets, I was able to find everything in the Unity Asset Store, and I tried to stick with low poly so that the style was consistent and cohesive. One of the main obstructions in creating smooth gameplay was the player controls. I struggled to create a moveable camera view, where the player could hold down right click or shift their mouse to change their viewing angle, similar to navigating in Unity Editor. After peer review and suggestions, I decided to completely revamp the perspective and structure of my game, and I made the camera look down from a birds eye view; this solved a lot of problems and was a very convenient change. It also made the best use of my script, whereas the standard Unity FPSController would have been better for first-person gameplay. Lastly, was the challenge of making it so the player would fall if they were to choose the wrong color. I had to apply rigidbody components to each of the correct orbs and remove them from the incorrect ones so that they still floated in the air but would not be substantial in holding up the player. Despite the purpose of my game being an educational experience for others, it has served as an extension of learning and experience for me as well. Through creating a new game on my own, and doing so with the Unity Game Engine, I developed valuable skills regarding creating an original game and composing it natively in a game engine. I also acquired more experience with designing a realistic and manageable concept, and then executing it in a playable fashion; even though I was able to make some semblance of a properly working educational game, I know it is far from professional. My updated game is closer to what I think represents my abilities. There are still kinks to work out and ways I could polish it to be more friendly towards new users, but it is a large step up for now. In the future I would like to grow my knowledge in scripting with C#, as well as improve the visual appeal and natural feel I apply to my games. For now, I am proud of the concept as well as my recent updates, and I blame Unity for most of my problems. All in all:
As a class, we are nearing the finish line of our educational game PBM assessments. Everyone has turned in the current state of their game and we are now in the stage of creating a second, updated, iteration based on peer feedback and suggestions. Although, admittedly, mine as more of a placeholder than anything and isn't a project I am proud of, at least it is working. I consider that a win over Unity. My game, as it was, had many problematic areas that were not "turn-in" ready. For example I still hadn't solved the issue with my respawn/teleport-upon-death script and my player controller was a bit clunky to move around with. The colors being spherical also surfaced some problems with traversing across the parkour aspect of the game, which was more difficult than if I'd used a polygonal shape. I have worked through some of the issues and revamped a lot of the major aspects of my game. For starters, a simple but effective change I made was to use a top-down camera perspective from a locked birds eye view. This helps the player move along and see the colors far more intuitively than using first person controls which wasn't very compatible with my game concept. Another one of those changes, which took significantly more time, was completely redesigning the color shapes to be squares and then re-applying all the materials and rigidbody components. I also decided to make the spacing between them a bit less difficult, to keep the focal point on color learning. Lastly, and most importantly, is that I was finally able to get a working respawn script. I had to sift through the comments on various youtube videos illustrating how to create a respawn until I finally found the bug. It made me want to laugh, while also cursing out the *people* who designed the Unity Game Engine. It all came down to a little unnoticeable and super specific setting under the engine physics system which required me to enable some sort of syncing. It didn't really make sense but it worked! I also had to apply the respawn point I created and the player object to the "Death" plane that I made, which is transparent and encompasses the bottom half of the map, so that a respawn is triggered when the player collides with it. In a nutshell:
Diverging away from my game development process, I would like to spend this blog post talking about my experiences with art in the last month or so. Recently I have been demotivated, and frozen from being so overwhelmed. Taking on large art projects, experimenting with new mediums, and continuously setting a higher bar for myself whilst challenging my limits has been exhausting and kind of threw me into a rut. I have been unable to really focus on art and feel as passionately or confident as before, as I am going further and further into uncharted territory. Usually I am able to come out with something that I made work and I have already tackled through new challenges this year, but there is something particularly scary about watercolor; one of the last mediums left that I still have no experience with. As an artist, it is undeniably a crutch to be able to "go over" my mistakes, which is a luxury I've enjoyed with almost any other medium. However, watercolor is one-and-done and every detail counts, which is scary as can be. I am not sure what I will do to rebuild confidence and force myself to reconcile with the inevitable mistakes that will arise, but for now I will try to weigh less on myself with my own thoughts and expectations; I shouldn't expect to do everything perfectly or very well off of limited experience. I also am working to appreciate my bravery in taking these challenges on, and building faith in myself after emerging atop these challenges in the past with works I was proud of. I also need to remember that my first acrylic painting wasn't amazing, but 2 more attempts after that lead to my favorite project of mine and clearly shows improvement. Overall:
|
AuthorMy name is Quinn Peterson! I will be reflecting about my art work in this blog! Archives
May 2022
Categories
All
|