Project proposal 2.0

Project Proposal 2.0

  • Working title


Through the language of drawing: How to react to unexpected?


  • Aims


In this project I will be focusing on creating ‘a world’ using drawing as a main method. Using my observations and experiences while I have been living in Copenhagen, I aim to explore unpredictable (in)appropriate situations that occur in public spaces and raises questions about etiquette: ‘Is it good or bad behaviour?’.

I will be looking how to define ‘bad behaviour’ by using symbolism and creating a meaning within a process itself. I aim to present narratives through interactive animation as simple animated drawings in a repetitive mode which will allow to navigate and interact with stories. I am planning to make ‘a world’ that will follow up my original stories ‘The Streetwalker’, ‘The Innocent Pee’, ‘Desires in the Dark’ and ‘Barefoot’.

Following my aims, I will be exploring ways of drawings and composition. I am interested in drawing’s simplicity and will be focused on producing sketchy and comic-like animations using pencil, pastel coloured pencils and watercolour. It has to have a sense of an unfinished drawing, but remain structural. Although the situations happened in public spaces I will be portraying them in a surreal environment, using blank backgrounds to keep the drawing’s aesthetics. My goal is to approach and highlight the situation’s climax in a subtle way; create a dream or fantasy.

I am planning to produce three short animations with series of animated objects that could work both as interactive animation on a platform and as installation piece. All the pieces should create ‘a world’, which presents unexpected, but known situations, leaving without any options to fix it – just learn from what has happened.


  • Context


Historical: I will be researching more about Baltic and Nordic mythology. I would like to focus on folklore and images that were made to illustrate various tales, especially those that uses mythical creatures, fantasy and the location is not based in this world. Also, I will be studying symbolism and its meaning.

Theoretical: I will be looking at philosophers’ novels and fiction to understand what kind of world is being shown, as well as looking for metaphors and the use of hyperbole. Furthermore, I would like to continue study on ethics, human behaviour and popular culture.

Contemporary: I will be studying how to create ‘a world’ and ‘a contemporary myth’ from contemporary artists, who are working with narrative (Nathalie Djurberg & Hans Berg, Dan Perjovschi, Daniel Richter, Rachel Goodyear, William Kentridge, Anna Prvacki, Joanna Quinn), artists working with animation, drawing and installation.


  • Methodology


I am planning to visit exhibitions and look for artists who are working with narrative to learn how to create ‘a world’, how to use ‘modern symbolism’ or symbolism that fits to define popular culture. I will be looking for examples that represent modern world and researching what are recent trends (food, fashion, design, activities, ect) on social media. All this material should help to continue working on my stories.

Furthermore, I will be going through my narratives and selecting what was working the best, re-assessing them and taking notes. Following that I will be animating (hand-drawing) selected episodes and working on simplistic composition.

To make animations, I will be hand drawing using pencil, pastel coloured pencil and watercolour on paper, when scanning them and editing individually in Adobe Photoshop, later animating using Adobe After Effects.

Once animations are done, I will be playing with compositions and experimenting using Adobe Animate to make an interactive animation (flash game/animation)

I am planning solo exhibition in spring 2018 in Lithuania and would be showing my works I have made during this course. This opportunity gives me a chance to plan projections’ installation and test on various surfaces or creating my own frame – physical installation.



  • Outcome


An installation of projected animated stories and interactive animation working online or as an app.

Despite the project consisting of animations I would like to present as installation piece rather than moving-image work. Also, if interactive animation/game is successful it could be shown using an iPad or iMac, alternatively it can be provided as generated QR code with an upcoming online link.


  • Work plan


Term 4 – Reading, writing stories, sketching, collecting images and creating a dictionary of symbolism

Winter break – Reading, choosing the style of animation and editing the stories

Term 5 – Reading, animating, sketching ideas for installation and low-residency in London

Spring break – Animating and looking for materials and equipment

Term 6 – Creating installation, making final touches (animating until the last minute) and low-residency in London


  • Bibliography




ArtReview Asia



BBC 21st Century Mythologies, by Peter Conrad

The Shock of the new, by Robert Hughes




Aranda, J. (2010). e-flux journal: What Is Contemporary Art?. New York: Sternberg Pr.

Barthes, R. and Heath, S. (2010). Image, music, text. London: Fontana Press, HarperCollinsPublishers.

Barthes, R., Lavers, A., Reynolds, S. and Badmington, N. (2009). Mythologies. London: Vintage Books.

Baudrillard, J. (2005). The system of objects. London: Verso.

Benjamin, W. and Underwood, J. (2008). The work of art in the age of mechanical reproduction. London: Penguin Books Ltd.

Blackburn, S. (2003). Ethics. Oxford [etc.]: Oxford University Press.

Buchan, S. (2007). Animated ‘Worlds’. Eastleigh: John Libbey.

Celant, G. and Djurberg, N. (2008). Nathalie Djurberg. Milan: Fondazione Prada.

Conrad, P. (n.d.). Mythomania.

Eisenstein, C. (2013). The ascent of humanity. Berkeley, Calif.: Evolver Editions.

Häusle, T., Berg, H. and Kapeller, H. (n.d.). Nathalie Djurberg & Hans Berg.

Just, P. and Monaghan, J. (2000). Cultural and social anthropology. Oxford: Oxford University Press.

Krauss, R. (2017). William Kentridge. Cambridge, Mass.: MIT Press.

Macey, D. (2000). The Penguin dictionary of critical theory. New York: Penguin Books.

Nietzsche, F. and Samuel, H. (2003). The genealogy of morals. Mineola, New York: Dover Publications.

Nystrom, R. (2014). Game programming patterns. [Lieu de publication inconnu]: Genever Benning.

Ronnberg, A. and Martin, K. (2010). The book of symbols. Köln: Taschen.

Segal, R. (n.d.). Myth.

Vaughan, C. and Brown, S. (2014). Play. New York: Avery.

Wells, P. (2007). Animation. London [u.a.]: Wallflower Press.

Wells, P. (2010). Understanding animation. London [u.a.]: Routledge