Hi, my name is Hannah Cuffe. My love of art and creating came from an early age when my parents signed me up for the local forest art camp run by a neighbour in her cottage. From this I was nearly always doing art classes or camps until secondary school. Here I was going to do a mechatronic engineering degree until a friend brought be on an open day to IADT and I fell in love with the 3D Design, Modelmaking & Digital Art course here in IADT. I have always loved being creative either through painting or DIY projects and I hope to further my digital and physical sculpting skills in the future.
My project are two prop display pieces of items from an imaginary video game set in an abandoned mall.
The video game "Liminal Worlds" is about a young adult just deciding whther to pursue further education or stick with their job in order to help their family. They get sucked into this alternate world state where they have to explore an abandoned mall and uncover a mystery surrounding the statue before they can go back home.
The pieces, consisting of a wall mounted fountain and a headset, are to be used to promote the game at a convention. The fountain , containing a bust of a female deity, is inspired by the Oracle of Delphi and was created as a tourist attraction to get customers into the mall.
The headset is a sci-fi piece inspired by the works of Hiroto Ikeyuchi a Japanese designer. The headset in the video game would produce an overlay that would allow the player to see the world as it was when it was first built and interact with elements from this time.
My thesis was on the programme Bee and Puppycat created by Natasha Allegri and produced by Cartoon Hangover and Frederator Studios. This programme is significant as it dills a niche in the adult animation market. Bee and Puppycat is unique because of its treatment of the female characters in respect to their non-sexualised base design and super hero outfit. The programme was analysed in relation to data from studies about the stereotypical characterisation of females in cartoons aimed at children and adults. This programme has an unusual humour that is similar to that found on blogging and social media sites with young people typically defined as millennials or gen-Zers. This humour was analysed in conjunction with absurdist humour the influx of adult cartoons depicting new adults and their issues rather than established families.