While I was looking for ideas for this triptych, I came upon an illustration of Bosch’s triptych, “The Garden of Earthly Delights”, in my Core Humanities book, which greatly influenced the flow of my work. While my first panel was nearly completed, I tried to reflect a similar procession of tone to that of Bosch’s piece in the next two panels.

From the beginning, I was interested in exploring the oddities (for lack of a better word) produced from the creativity behind video games that have permanently influenced our culture’s mindset.

One goal of this project was to familiarize myself with Photoshop. I tried to find the weirdest and most expressive effects that could be produced by this technology to make my point. Posterize was one effect that I fell into using as it modified the content to look pixelated and distinctly digitized, in some ways reminiscent of older video game’s graphics which had a restrictive color limit to their palette, often making the imagery look garish and unrealistic. I used Puppet warp to create a sense of floating and non-physicality, and Skew and Distort transformations to play with the concept of three-dimensional space.

Here are some of my foci, many of which were inspired by what I learned in this class:

Play on perceived space. First panel from the left is a jumble of flat images with the monitor creating the only perceived space (though it is still pretty much a pop-up book effect), while the farthest on the right creates a more three-dimensional feel while incorporating recognizably two-dimensional imagery. The middle panel “plays” the most on the concept of space by creating the illusion of space while at the same time plastering over the illusion with 2D images that flatten the perspective at certain points.

Digital landscape – what we’ve familiarized ourselves with. (Looking back at the work of Paho Mann.)

Notion of Unreality produced by video games. (Meditating upon Lich Piercer’s Murder Hole.) How a bizarre abstraction of real world images can be created into a world of its own through the use of technology to transform imagination into reality. I’m hoping to incite some contemplation about how we see video games and what they mean to us.

Aspects of content and graphics. How unexpected content is brought into relative context – think Postmodernism. How real life objects like gothic architecture are represented in and translated into video games (Using the Castlevania series as a theme).

Repetition and bombardment of images (Andy Warhol/information overload). Images which are, whether familiar or not, undoubtedly recognizable as a product of pop culture. As another influence of The Garden of Earthly Delights, as well as partially my own style, I tried to create an environment in which the eye could roam and find many interesting details that are unseen from simply glancing at the work. I hope someone will have the time to explore and, if possible, zoom into parts of these works.

Trying to grasp the mentality that has germinated with the introduction of video games to our lives. How nonsense is justified by the means of making a game psychologically attractive. The final part of my triptych is, in part, lamenting how video games are imprisoned by the entertainment industry in this blind mentality, but also (in similarity to the final panel depicting hell in The Garden of Earthly Delights), a warning of a tragedy that can still be averted.