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How do you convey what’s interesting and important to you as an artist in a digital world of constantly shifting attentions? For many young creatives, the answer is original characters, or OCs. An OC is a character that an artist creates for personal enjoyment, whether based on an already existing

How do you convey what’s interesting and important to you as an artist in a digital world of constantly shifting attentions? For many young creatives, the answer is original characters, or OCs. An OC is a character that an artist creates for personal enjoyment, whether based on an already existing story or world, or completely from their own imagination.
As creations made for purely personal interests, OCs are an excellent elevator pitch to talk one creative to another, opening up opportunities for connection in a world where communication is at our fingertips but personal connection is increasingly harder to make. OCs encourage meaningful interaction by offering themselves as muses, avatars, and story pieces, and so much more, where artists can have their characters interact with other creatives through many different avenues such as art-making, table top games, or word of mouth.

In this thesis, I explore the worlds and aesthetics of many creators and their original characters through qualitative research and collaborative art-making. I begin with a short survey of my creative peers, asking general questions about their characters and thoughts on OCs, then move to sketching characters from various creators. I focus my research to a group of seven core creators and their characters, whom I interview and work closely with in order to create a series of seven final paintings of their original characters.
ContributorsCote, Jacqueline (Author) / Button, Melissa M (Thesis director) / Dove-Viebahn, Aviva (Committee member) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
"French Vanilla" is a collection of written narratives drawn from lived experiences which serve as the vehicle storytelling that I use to examine larger themes related to the intersections of race and gender. Themes include: binaries, legitimacy, intersectionality, biracial identity development (border identity construction), whiteness, shame, and crisis. While the

"French Vanilla" is a collection of written narratives drawn from lived experiences which serve as the vehicle storytelling that I use to examine larger themes related to the intersections of race and gender. Themes include: binaries, legitimacy, intersectionality, biracial identity development (border identity construction), whiteness, shame, and crisis. While the narratives are situated within theoretical discourse, the narratives present a representation of the lived experience. These pieces engage members of my family as well as a number of figures, including Rachel Dolezal, President Barack Obama, Alicia Keys, and a stranger on a tram in an airport. My relationship with these people present the grounds for an interrogation of identity. This project asks the question: How does one negotiate biracial identity with herself and others through narrative performance? It engages theories, such as critical race theory, black feminist theory, and standpoint theory, which informed my understanding of the discourse of race and contextualized my commentary on race. These theories present a framework within which to situate my understanding and analysis of race through lived experience. Narrative performance, the formal methodology for this work, provides a structure for the performance itself: the ultimate end product. Note: This work of creative scholarship is rooted in collaboration between three female artist-scholars: Carly Bates, Raji Ganesan, and Allyson Yoder. Working from a common intersectional, feminist framework, we served as artistic co-directors of each other's solo pieces and co-producers of Negotiations, in which we share these pieces in relationship to each other. Thus, Negotiations is not a showcase of three individual works, but rather a conversation among three voices. As collaborators, we have been uncompromising in the pursuit of our own unique inquiries and voices, and each of our works of creative scholarship stand alone. However, we believe that all of the parts are best understood in relationship to each other and to the whole. For this reason, we have chosen to cross-reference our thesis documents: French Vanilla: An Exploration of Biracial Identity Through Narrative Performance by Carly Bates; Deep roots, shared fruits: Emergent creative process and the ecology of solo performance through "Dress in Something Plain and Dark" by Allyson Yoder; and Bhairavi: A Performance-Investigation of Belonging and Dis-Belonging in Diaspora Communities by Raji Ganesan.
ContributorsBates, Carly Christopher (Author) / Davis, Olga Idriss (Thesis director) / de la Garza, Sarah Amira (Committee member) / Dove-Viebahn, Aviva (Committee member) / School of Music (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading

As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading over long distances through the use of real-time voice and video calling. While one part of the team focused on building the electronic book itself and writing the program, myself and two others wrote the story and I provided illustrations. Our Primer tells the story of a young princess named Charname (short for character name) who escapes from a tower and goes on a mission to save four companions to help her on her quest. The book is meant for reader-insertion, and teaches children problem-solving, teamwork, and critical thinking skills by presenting challenges for Princess Charname to solve. The Primer borrows techniques from modern video game design, focusing heavily on interactivity and feelings of agency through offering the child choices of how to proceed, similar to choose-your-own-adventure books. If brought to market, the medium lends itself well to expanded quests and storylines for the child to explore as they learn and grow. Additionally, resources are provided for the narrator to help create an engaging experience for the child, based off of research on parent-child cooperative reading and cooperative gameplay. The final version of the Primer included a website to run the program, a book-like computer to access the program online, and three complete story segments for the child and narrator to read together.
ContributorsLax, Amelia Ann Riedel (Author) / Dove-Viebahn, Aviva (Thesis director) / Wetzel, Jon (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
This thesis outlines the process of creating the concept work behind a television series called Liminality, written by my thesis partner, Elizabeth Hansen. Liminality aims to be an animated series about West Elliot Snow as he navigates his life as a spiritual medium and how this talent impacts his daily

This thesis outlines the process of creating the concept work behind a television series called Liminality, written by my thesis partner, Elizabeth Hansen. Liminality aims to be an animated series about West Elliot Snow as he navigates his life as a spiritual medium and how this talent impacts his daily life. It is a coming of age story centered around West and his recently departed father, Lukas Snow, whose spirit is still tethered to the land of the living. Together, the two must learn how to control their powers while helping other spirits who have unfinished business on the earthly plane. It explores themes of sexuality and gender identity as well as non-nuclear family structures as a means of giving voice to those who have felt a lack of representation in mainstream media. In this paper, I explore the depth of the creative process from conceptualization to realization of character designs, scripting for the series, 3D modeling of characters and sets, and finally, the storyboarding of the pilot episode. I start by asserting why a series like Liminality would positively influence the already burgeoning creative landscape of television. Liminality's relevance in today's television market is explained through examples of series that aim to broaden the amount of representation given to underrepresented peoples and identities in mainstream media. From there, I outline which series influenced the process of writing Liminality and why. After that, I delve into the specifics of how Elizabeth and I designed the characters and what decisions went into the final product.
ContributorsRandall, Phoebe (Author) / Miller, April (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Reveal follows the story of high school student Jason as he navigates the hardships of high school and the personal hardships of sexual identity. The thesis was created through research of other LGBTQ performers and interviews conducted on campus. It includes a one-act script followed by a list of the

Reveal follows the story of high school student Jason as he navigates the hardships of high school and the personal hardships of sexual identity. The thesis was created through research of other LGBTQ performers and interviews conducted on campus. It includes a one-act script followed by a list of the sources that I used to further my writing experience.
ContributorsPinero, John Richard (Author) / McMahon, Jeff (Thesis director) / Dove-Viebahn, Aviva (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
This creative project thesis is made up of two components. The main component of this thesis is a feature length screenplay adaptation of The Coquette or, The History of Eliza Wharton by Hannah Webster Foster (retitled Tomorrow, Today: The Life and Times of a Fool in Love). This screenplay aspired

This creative project thesis is made up of two components. The main component of this thesis is a feature length screenplay adaptation of The Coquette or, The History of Eliza Wharton by Hannah Webster Foster (retitled Tomorrow, Today: The Life and Times of a Fool in Love). This screenplay aspired to modernize the 18th century novel for a modern audience. This was done by moving the story's time period to the 1950s, changing the location of the story from high society Connecticut to the more rural Yuba City, and most significantly changing the main characters to either be Hispanic or Sikh Indian. The intended result was to make a film that was culturally diverse but to also make a commentary on the religious, social, and gender issues that play a big part in Hispanic culture. The second component of this thesis is a paper that discusses the reasoning behind my adaptation choices but also on how I would actually make and release the film if I was an actual producer in Hollywood. More specifically, the first section of this paper focuses on my process of adapting the novel into a feature length screenplay, discussing topics such as story changes, scene removals, setting changes, etc. The second section of this paper is a business proposal that focuses on how I would plan to facilitate both the production and distribution/marketing of the film if the movie was actually in the process of being made.
ContributorsGarza, James (Author) / Dove-Viebahn, Aviva (Thesis director) / Bernstein, Gregory (Committee member) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Abstract Retrograde presents questions about the creation and value of art through a graphic novel. Materials used to create the work were illustration paper, ink, brushes, and printed screen tones. The piece was created in four stages: first, each panel was sketched into the first draft; second, the sketch was

Abstract Retrograde presents questions about the creation and value of art through a graphic novel. Materials used to create the work were illustration paper, ink, brushes, and printed screen tones. The piece was created in four stages: first, each panel was sketched into the first draft; second, the sketch was researched and fully developed into a complete drawing; third, the sketch was completely traced with ink and texture was added; finally, the drawing tones were added with ink and screen tones. The plot of Retrograde revolves around the protagonist, Vera, as she attempts to find a place for her art in an artistic community that rejects her for her lack of commercial success and for the advantages she got through connections. When Vera appears to have succeeded, a sudden plot twist reveals a conspiracy which undermines her success. By following Vera, the novel illustrates a corrupt artistic society in which the value of art is established by a small amount of artistic elites. The written portion of the project expounds on the various ideas that drove the novel, including how art forms like graphic novels come to be situated low in artistic hierarchies and how interpretations can be negatively guided by already established institutions. Among some of the theorists referenced within the paper are Walter Benjamin, Clement Greenberg, and Susan Sontag. In conclusion, the project illustrates an inclination to judge art by potential commercial value and by already established hierarchies, limiting the possibilities of new interpretations and shifts in those same hierarchies. Keywords: art, art theory, graphic novels
ContributorsCervantes, Liliana (Author) / Dove-Viebahn, Aviva (Thesis director) / Solis, Forrest (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines

This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines for game packaging standards. The second part contains an analysis of selected global film posters from all genres leading up to Disney/Pixar movies, and also a few popular video game packaging designs. The research is then be applied to 3 designs based on regional trends in the largest hubs of digital design in Asia, Europe and the Americas. Lastly, a survey will be conducted with international contacts to identify if the trends were correctly identified and which designs they personally preferred. The background research on video games includes 3 interviews. Diane Fornasier the current Vice President of Marketing at Immersive Play, and former VP of Marketing at Maximum Games, Sony and Sega talks about the evolution of packaging and packaging trends. Tom Kalinske, the former CEO of Mattel, Sega and Leapfrog details the emergence of the ESRB board in America and of the rating boards and guidelines from Asia, Europe. Al Nilsen, the former Director of Global Marketing at Sega explains international marketing and the character development of Sonic the Hedgehog. The case studies examine some film posters of all genres and some of the most successful international Pixar film posters to compare and contrast the different design elements in different regions, along with any outlying observations that cannot necessarily be allocated to a specific trend. The findings from the case studies are applied towards creating three film poster designs based on the most remarkable trends in the Americas, Europe and Asia that were observed. All of the film posters exhibit successful methods of engaging and appealing to their audiences based on cultural norms and values. Finding Dory, a film with a strong global appeal that showcases different regional design elements was a suitable option for the design concept. This will not only help understand the basic rules of international marketing when it comes to digital art, but it will also help us identify cultural norms and values that most of us might not be aware of when it comes to what can be publicized or not and what appeals to different target audiences.
ContributorsAdivikolanu, Harika Sruthi (Author) / Dove-Viebahn, Aviva (Thesis director) / Viles, Rebecca (Committee member) / Department of Information Systems (Contributor) / W. P. Carey School of Business (Contributor) / School of Art (Contributor) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
ContributorsFlores, Czarina (Author) / Bradley, Christoper (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor)
Created2024-05
ContributorsFlores, Czarina (Author) / Bradley, Christoper (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor)
Created2024-05