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Evils in Pandora's Box — Independent Project (RPR)

  • Jul 9, 2023
  • 11 min read


Statement of Intent & Posters

A process of self-exploration on our strengths, skills and the interest of the specific context that will be further develop into an independent project



Statement of Intent

I am a designer that utilizes human emotions, feelings and desires to create a sense of resonance. My strengths are conceptualizing my findings, and experimenting with the process of combining multiple methods or mediums to achieve my objectives. I’m curious about this particular emotion that drives humans to bring revolutionary changes to the world — Anger, a natural, adaptive response to threats; it inspires powerful, often aggressive, feelings and behaviours, which allow us to fight and defend ourselves when we are attacked. A certain amount of anger, therefore, is necessary for our survival. It can motivate us to enact positive change and has the power to move us away from dangerous or destructive people, places or even systems or beliefs. To be more specific, I would like to elaborate on the feeling of irritability or anger because of the inability to achieve something. It often happens in our daily life, especially in a fast-paced environment. I plan to use mixed media and clay sculpture to execute my idea together as a comprehensive piece. My target audience is introverts and people with good tempers, sensitive or high EQ due to the fact that they all have similarities in expressing their inner selves in a unique way. Hence, I will investigate the specific reasons and situations which make them frustrated, their intrusive thoughts during the state of frustration and the actions they do to express their frustration. I would also explore any metaphor examples, symbolism or case studies to support my findings.


Posters

A series of posters from the Deconstructing and Reconstructing workshop, which were based on the Statement of Intent. The first piece, "Still", representing the calm in inner peace. The second piece, "Disturbance", representing the the inner peace has been disturbed by external factors. The third piece, "Capsized", representing the expression of irrational.


The series of posters showcasing my strengths in conceptualization with the uses of metaphor or symbolism to translate an expression by creating a profound sense of resonance through visual storytelling. The context portrayed from the poster was based on anger, frustration or irrational moments.



Critical Context Research

A guideline helps to rationalize our interest of a context based on research, reflection and annotated bibliographies, narrow it down to a specific topic that helps to construct the basis of the independent project or helps in kickstarting the project.


Stage 1: Exploration

In Critical Context Stage 1, I declared my own take on a particular subject is emotion, more specifically, the emotion of anger, the feeling of irritability or anger because of the inability to achieve something, and how emotions can be overlapped with one another due to the natural reaction mechanism of human—"fight-flight or freeze" response. I also set the narrative of my project whether it can be exaggerated or satirical humorous. Besides, researched about artists and their works that are similarly aligned with my approach such as:


  • Francis Bacon, who known for his raw, unsettling imagery. One of his famous works, "Study after Velázquez's Portrait of Pope Innocent X" (1953), is a prime example of his exploration of anger.

  • Dominic Panganiban, an animator YouTuber specialising in comedy animation storytelling. He shares about his frustration with unexpected incidents, stereotypes and personal struggles in his life.

  • Filthy Frank, a character played by George Miller, better known as Joji. He satire towards the stupidity and ignorance of the people on the internet


Stage 2: Prompting & Research

In Critical Context Stage 2, I dive deeper into the topic by questioning myself the following questions:

  1. What makes people angry/frustrated the most?

  2. What caused them to behave like that?

  3. What phenomenon caused it?

These questions are potentially expandable which helps to construct the basis of my project.


Besides, questions that need to be prompted to form a design concept based on the prompted question above:

  1. Which group of people are the most involved in the phenomenon mentioned above?

  2. What is my objective/intention for the project?

  3. What message did I want to convey?

  4. What concept could best represent it?


There are also some different context which are related to my subject matter:

  1. Automated Thinking Process and The Echo Chamber Phenomenon

  2. Influence of Social Media

  3. Feeling Trapped and Helpless

  4. The Nature of People


I further addressed the attitude of arrogance, self-righteousness, and boundless greed can lead individuals to engage in undesirable behaviour that frustrates others. When people are heavily influenced by what they see on social media, it can have a profound impact on their actions and beliefs. Some individuals may get caught in a vicious cycle, while others strive to maintain their individuality and resist becoming mere copycats following silly trends and unnecessary waves.


A significant issue arises when individuals choose to believe only what aligns with their preconceived notions and deliberately remain selectively ignorant. They abandon the ability to analyse, identify, and think independently, instead opting for convenience and going with the flow without verifying the truth or significance of information and depths. This mindset allows them to hide behind anonymity while using their malice-filled anger against others, further exacerbating the problem.


These attitudes and influences can permeate into one’s everyday life and personal beliefs, shaping their behaviour and decisions. It can further contribute to various criminal cases and social phenomena. Here are some examples:


  1. Black Lives Matter A decentralised political and social movement highlighting racial injustice and police brutality faced significant backlash from individuals who refused to acknowledge or address the systemic issues at hand. This attitude perpetuated the frustration and division surrounding the movement.

  2. Murder of Abby Choi A murder motivated by a financial disagreement between Abby Choi and her ex-husband’s family, the attitude of arrogance, self-righteousness and greed manifested in individuals who believe they have the right to harm or take the life of another person, disregarding the value of human life.

  3. Nth Room Case This notorious criminal case involved a large-scale online sexual exploitation and blackmail ring in South Korea. The perpetrators’ attitudes of boundless greed and arrogance fueled their heinous actions, exploiting vulnerable individuals for personal gain.

  4. Cambodia Human Trafficking The issue of human trafficking is often fueled by individuals driven by boundless greed, seeking to profit from the exploitation and suffering of others.

  5. Russian Invasion of Ukraine In geopolitical conflicts, the actions of nations can be driven by arrogance, self-righteousness, and a desire for territorial expansion or control, disregarding the sovereignty and well-being of other nations.

  6. 19-20 Anti-Extradition Law Amendment Bill Movement The protests in Hong Kong against the proposed extradition bill were met with individuals who selectively ignored the concerns and demands of the protesters, leading to further discontent and unrest.


Stage 2: Setting Path

After all these prompting and research, I set my independent project as an experimental and discursive piece that showcases an introspective process of self-exploration, delving into my anger and frustration, while expressing frustration with undesirable attitudes and behaviour exhibited by individuals. Furthermore, it aims to promote empathy, open-mindedness, and a willingness to seek truth and understanding to counteract these negative effects.


The research framework will be divided into two parts: primary and secondary research. The primary research will involve observing individuals who exhibit undesirable traits and behaviour, while the secondary research will encompass references from annotated bibliographies, articles and journals. This research will explore the interrelation of human emotions, the cognitive theory of one's experience can affect emotions and decision-making, the motivation driven by negative emotions, the contextualization of visual communication, and the implication of textures.


Through this project, there are three spectrums that I wish to learn more to further support my observation or research. There spectrums are the interconnection between human traits, behaviour and sins, the relationship between automated thinking process with humanity, and the interrelation between humanity and capitalism.



Referred Bibliographies in Project Development


Emotions

Watt Smith, T. (2016). The Book of Human Emotions: An Encyclopedia of Feeling from Anger to Wanderlust. Profile Books.



A book presents a comprehensive exploration of 156 emotions, ranging from familiar to rare.


Understand the complex landscape of human emotions, illuminating our collective experiences and embracing the diverse range of feelings that influence our lives.




Emotions & Creativity

Yang, J.-S., & Hung, H. V. (2014). Emotions as Constraining and Facilitating Factors for Creativity: Companionate Love and Anger. Creativity and Innovation Management, 24(2), 217–230. doi:10.1111/caim.12089


The article experiment demonstrates that positive emotions can constrain and negative emotions can foster creative performance.


Explores different emotional facets, such as redirecting negative emotions like anger and frustration to boost creative productivity.




Conceptualization via Visual Storytelling

Klanten, R., Ehmann, S., & Schulze, F. (Eds.). (2011). Visual Storytelling: Inspiring a New Visual Language. Gestalten.


“Today, the creative scope of existing visual storytelling techniques is being expanded to meet the formidable challenge of extracting valuable news, surprising findings, and relevant stories from a daily flood of data head on.” - Gestalten


The boundaries of modern design and aesthetics are pushed by the contextualization of information.



The Nature of Human

Wilson, E. O. (2004). On human nature. Springer Berlin Heidelberg.





A book explains human nature and society through sociobiology. The author argues that evolution has left its traces on characteristics such as generosity, self-sacrifice, worship and the use of sex for pleasure, and proposes a sociobiological explanation of homosexuality


Understand the nature of human through a sociobiology perspective




Application of Satire and Humor Design

Kantor, D. (2007). Graphic design and religion: A call for renewal. GIA Publications.




This book delves into the intersection of graphic design and religious themes, including the use of satire and humor in religious visual communication.


Explores the application of satire and humor in graphic design, how design can impact worship and mass communication.




Additional Research List

  1. Seven Emotions and Six Desires

  2. The Seven Deadly Sins

  3. Emotions: Etymology, Components, Differentiation, Purpose and Value & Classification

  4. What is Anger: Causes, Traumatic Events

  5. 4 Stages of Anger

  6. Expressing Anger

  7. Good and Bad Anger

  8. The Value of Anger

  9. What is Frustration: Sign, Relation with Aggression,

  10. History Revolution caused by Anger/Frustration

  11. Process Anger/Frustration in Brain: The Limbic System

  12. Frustration Metaphors, Symbolism & Idioms

  13. Related Quotes

  14. Movie, Songs, Novel, Games, Art References

  15. Artists Philosophy: Edvard Munch, Pablo Picasso, Frida Kahlo, Louise Bourgeois & Bansky

  16. Insights of the perspective viewing ones expression of anger

  17. Artists/Designers Work: Frida Kahlo, Stefan Sagmeister, Tracey Emin, David Carson, Louise Bourgeois


Interim Showcase


In the interim showcase, I've shared my sketches, ideas, project concept, and installation method to the viewers. There are some useful insights provided from them such as the improvement for the art installation, sketches enhancement and the comprehensive relation of the deliverables.



Independent Project



Brief

“I want to express the frustration of undesirable human attitudes and behaviours which caused the pathological phenomenon in the current society and examine the process to transform it into artistic expression with valuable meaning and interpretation, fostering a discourse.”



Overview In this contemporary era, the internet has bestowed upon society an abundance of knowledge and information. While it offers opportunities for learning and connection, it also presents a breeding ground for negative attitudes and behaviours. The pathological phenomenon we are exploring is rooted in the manifestation of inherent flaws in human nature, such as selfishness, greed, arrogance and anger.


This project narrates the frustration felt towards these flaws in human nature, which extends to selective ignorance, believing only in the information and perspectives one wants to know, and disregarding the credibility of the content. Coupled with the influence of algorithms, it creates filter bubbles or echo chamber effects, thus accelerating the deterioration of this phenomenon.



Objectives

  1. Addressing the frustrations endured by undesirable traits which caused the pathological phenomenon

  2. An introspective process of self-exploration of converting emotions into an artistic expression which creates a profound sense of resonance.

  3. Promote empathy, open-mindedness, and a willingness to seek truth and understanding to counteract these negative effects with a satirical approach.



Audience

  • 18 - 35 y.o., millennials and Gen Z

  • grew up in an environment surrounded by technological innovations

  • a victim who goes with the flow of this pathological phenomenon

  • self-aware the existed issue but frustrated by the inability to do anything about it



Problem

The frustration of dealing with undesirable human attitudes and behaviours, the pathological phenomenon, and all the things that caused this to happen have nowhere to be expressed or vented.



Art Direction


Manifesto of the Project: “Draws like a kid, but with frustration, accompanied with the flavour of societal ravage; Speaks like a kid, but with irony, accompanied with unintended sarcastic or witty remarks"



Disclaimer & Trigger Warning


As the project heavily applied pirated concept as an imitation art and describe some type of people in a satirical narrative, some people might get offense from it. Hence, a disclaimer is crucial to state the project intention is not intended to offend any party, a self defending act. Besides, the project also portrays content such as suicide or self-harm, nudity, sensitive themes and disturbing elements that is not suitable for all audience. A trigger warning is also necessary to show the project might cause discomfort for some viewers.



Project Induction

The implication of 31 symbolizes the maximum number of days in a month. In any given day or moment, we will encounter these "Evils." It is a life process, a life experience for us to deal with them—a reality method for self-growth, mature thinking, and problem-solving.


Execution Process


Template 1 & Prototype 1

The first template was created to understand the measurements of the space used in this 183 x 290mm area, such as the black heading, the spine area, and the placement of graphic elements. At this stage, the placements of graphic elements and copywriting text are not accurate, as they only provide a rough idea of their intended positions.


The prototype, called "Demo-otters," was created to visualize the overall composition of the measured space physically. It was also presented during the interim. However, the dimensions mentioned above (183 x 290mm) do not correspond to the actual PS2 game cover dimensions (184 x 273mm). Instead, they refer to the plastic packaging that was intended to imitate pirated packaging.



Template 2

The second template was an amendment of the first template, focusing more on the placement of graphic elements such as the game company logo, ESRB mark, barcode size, analog television encoding, and supported controller function. At this stage, personalized copywriting has been created to determine the actual sizing of the area designated for copywriting. Additionally, a fictional game company was created to represent the distributor of the EIPB series. However, this version was based on the original PS2 cover, and the pirated aesthetics were still absent during this stage.



Template 3 & Prototype 2

The third template was a minor amendment of the second template, with a stronger focus on evoking the pirated feeling reminiscent of PlayStation 2 pirated packaging. During this stage, additional graphic elements such as the EIPB, VDD, and LIMBIC logos were incorporated.


Source: Carousell

A fun fact about the pirated packaging, I discovered that the actual pirated packaging of PlayStation 2 games does not include the "PlayStation 2" wordmark or the PS2 logo on the black heading. Instead, they typically replace it with a DVD logo, which avoids legal infringement on PlayStation trademarks. However, for my project, I chose to include my own version of the pirated PlayStation logo. This decision was made to enhance the project's context, drawing inspiration from the Greek myth of Pandora's Box and emphasizing the symbolism of "pirated".



Pirated Game Packaging Details

Original PS2 Game Cover
Pirated PS2 Game Cover

Logotype


"Pandora" is a reference to a Greek myth, specifically Pandora’s Box, in which she opens a forbidden box out of curiosity, unleashing various miseries and evils upon humanity. "Seal" refers to the act of closing or blocking something off, often with the intention of preventing access or containing something. Hence, the name "PandoraSeal" refers to Pandora attempting to seal back the evils from humanity in the form of a gaming console, symbolizing the box in the original myth.


PS2 Logomark


To fit its “pirated” characteristic with the original PlayStation logo, I applied the same colours and elements from it and enhance the logo to align the context of the project. As the inspiration of the project is based on the Greek myth of Pandora Box, the pirated logo was shaped as a box, using the negative space of the “P” as the seal of the box, indicating this “console” is where all the Evils will be retained.

Analog Television Encoding (NTSC)


NTSC is an abbreviation for National Television Standards Committee, named for the group that originally developed the black & white and subsequently color television system that is used in the United States, Japan and many other countries, it’s commonly used in PlayStation2 system, U/C refers to region or countries, USA/Canada. There are also other encoding such as PAL and PSRM. However, in the context of the project, it has been converted to EVIL, the ‘system’ of the attitude or behaviour, emphasized with A/F (as fuck).

Game ID Label


SLUS refers to Sony Licensed USA/Canada Software, where the third letter in the first four alphabetical digits of GAME ID (e.g. SLUS, SLES, and etc.) represents the region (i.e. U = USA, E = Europe). There are also many more variant versions depend on the Analog Television Enconding of the country and the region where the game distributed. The number from the example “21782B’ is the catalogue number of the game. In the pirated version, the four alphabetical digits converted to JCMY, refers to Jayden’s Creation in Malaysia or Jayden Chua in Malaysia. The catalogue number remains as a credit to the reference I used while producing my version of art cover.

Back Label


In the original version, these labels showing the information of the game such as how many players can play, memory card usage and controller supported functions. It also will be listed in this section if the game supports additional controller (e.g. Guitar, Steering Wheel, and etc). In the pirated version, the players indicates the number of person involved based on my personal story, the memory card usage converted to amygdala usage (how much it affects me personally) in percentage. The controller supported functions converted to how the game will be affected. For example, the type of the game (i.e. consumptive lurker, ambush infiltrator or both), it can increase heart rate, blood pressure, respiration, body temperature and hormones to response the situation. Other than that, it is a pressure for mentality, depends on how ones experience with this game (undesirable attitude or behaviour).

Entertainment Software Rating Board (ESRB)


The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in the United States and Canada. Ratings have 3 parts: Rating Categories, Content Descriptors, and Interactive Elements. It usually shows the rating category in the front cover of the game and the content descriptors will display at the back cover of the game. The content descriptors are categorized as Subtances, Blood/Gore, Humor, Violence, Gambling, Language, Nudity and Sexuality. In the pirated version, it was named as Entertainment Software Visuals Rating Board (ESVRB) as the visuals content ratings of the art cover.

Copywriting


The copywriting mentioned the information of the game company, trademarks of the game company and the license of the gaming console company with the designation of specific Analog Television Encoding type. In the pirated version, I branded my 'company' as Jokey Jester Creatives to align with the satirical narrative of the project. The gaming console company is branded as ‘Limbic Entertainment Sdn. Bhd’. The name 'Limbic Entertainment' is a conceptual branding of my online portfolio website, added the abbreviation ‘Sdn. Bhd.’ to package it as a company in Malaysia.


Compared to the original, the pirated version utilizes terms such as 'non-existent computer entertainment systems,' 'imaginative software,' and 'might pending patent' to emphasize the art of imitation. These terms are employed as a metaphor, drawing inspiration from the project's context and employing a storytelling visual communication approach based on the concept of pirated video packaging.

DVD


DVD, common abbreviation for Digital Video Disc or Digital Versatile Disc, is a digital optical disc data storage format widely used for storing and viewing movies and other data. In the pirated version, the abbreviation changed to Video Disc Visual (VDV) or Visual Display DIsc (VDD). Later in the development stage, Visual Display Disc (VDD) has been selected to replace the original as the meaning of it is more suitable to represent the context of the project.

Barcode


The original is based on US barcode with the barcode type used is UPC Version A (Universal Product Codes), It consists of a 12 digits (11 usable digits + 1 check digit) that consists of 1 system digit + 5 digits manufacturer code + 5 digits product number; the encoded number is also referred to as GTIN-12 (Global Trade Item Number). However, the barcode type used in Malaysia is EAN-13 (European Article Number). It consisits of a 13 digits (12 usable digits + 1 check digit); 3 digits country of origin code + 4 digits manufacturer code + 5 digits product number; the encoded number is also referred to as GTIN-13 (Global Trade Item Number).


In the pirated version, 3 digits country of origin code remain as 955 (Malaysia Code), 4 digits manufacture code refers to the incident date or year (e.g. 0201 refers to 1st February; 0000 refers to none specific date) , 5 digits product number and 1 check digit refers to the original Game ID (6 digits) credit to the reference I used while producing my version of art cover.

Jokey Jester Creatives

A fictional game company as the representative company of the EIPB series, the company only hired one employee, which is himself.



As a video game is produced, manufactured and distributed under a game company or studio. Jokey Jester Creatives is a virtual game company I used while producing and manufacturing the Evils in Pandora’s Box video games series. To align with the project narratives which is satirical, the common words I’ve thought during the brainstorm session was “Joke” and “Jester”. Hence, I kickstarted the Jokey Jester Creatives logo development. The shape of the logo representing an eye which preceive all of the undesirable attitudes and behaviours shown by humankind, the twisted style portrays the truth of reality and feelings from perceiving it.


LIMBIC Entertainment



A conceptual branding of my online portfolio website, derived from the limbic system, which comprises a collection of brain structures responsible for processing emotions and memory, regulates autonomic and endocrine functions in response to emotional stimuli, and being involved in reinforcing behaviour. LIMBIC is a concept that aligns with the artist/designer’s motto, “Live in Madness, Burst in Creation”. LIMBIC serves as a visual creative journal that encompasses all related aspects in a comprehensive representation. It emphasizes the relationship between tracks (projects) and the artist/designer’s emotions or feelings during production (album). All compositions are create by the artist and published under LIMBIC, symbolizing the part of the brain responsible for emotions and memory—a visual representation of the artist/designer’s limbic system. In the context of the project, LIMBIC is an entertainment systems company who owns the non-existence computer entertainment systems named as "PandoraSeal." The original version is Sony Computer Entertainment.




Evils in Pandora's Box (EIPB) Logo

The EIPB logo was not initially planned and was only created during the late stage of Art Cover production. As a result of the logo being created without prior planning, there were only a few digitized versions available.


The logo portrayed a masque (mask) wearing a cap 'n' bells, which is a type of fool's cap with bells worn by court fools or jesters, although without any bells.


The masque depicted the "Evils" symbolizing undesirable human attitudes and behaviors. The choice to use the term "masque" instead of "mask" was influenced by the word's origin, as "mask" derived from "masque," referring to the masque tradition that developed from elaborate pageants and courtly shows in ducal Burgundy during the late Middle Ages. In English theater tradition, there was a show called a Dumbshow, which was a masque-like interlude of silent mime often with allegorical content, referencing the occasion of a play or its theme. This choice aligned perfectly with the project's theme and narrative.


The cap 'n' bells without bells symbolized the foolish actions of the "Evils," satirically likening them to clowns. The original function of bells was to announce the jester's appearance. However, the absence of bells implied that their appearance carries no warning or sign.



Art Cover: Listing the "Evils"


The left image is the first draft of listing the "Evils", showing the process where I tried to name them accordingly to sound like an actual video game name. I've left the 31 blank as I still deciding which to include in the list. The right image is the finalized draft of listing the "Evils", I've named them accordingly and the description of all of the "Evils".



Art Cover: Sketches



Art Cover: References

As I need to execute 31 game cover design, I used a lot of references to help construct the visuals with the initial sketches in a limited time frame. Each of the cover will have a existing game cover references (PS2, PS3, PS4 or PS5 games) as the main composition of the artwork, later added supporting references such as facial expressions, poses, character concept and texture.



Art Cover: Final Outcome



Art Cover: Story Scripting



Art Cover: Arranging Compositions

Arrange the elements together to form a comprehensive view of the game description


Art Cover: Full Outcome



Art Cover: Test Prints



Disc: Demo



Disc: Digital Mockup



Disc: Drawing Process



Disc: Soak



Disc: Decoration



Disc: Final Outcome



Booklet: Arrangement & Narratives



Booklet: Quotes

I've included some of the inspiration quotes during the production of the project into the booklet. These quotations delve into the interplay between human nature and the pernicious effects of capitalism, highlighting how they contribute to the cultivation and intensification of human malevolence. Furthermore, they delve into the aesthetics of irony and offer insights into effectively managing anger.



Booklet: Outcome



Posters




Full Setup















 
 
 

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© 2022 by Jayden Chua J22037062. INTI International Subang

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