This blog will be documenting my honours project as it progresses throughout the next year.
Tuesday, 27 December 2011
Wednesday, 21 December 2011
Sculpting
ZBrush Practice - Today's subject: Walter White from Breaking Bad
Note: These were sculpted from a base mesh:
Monday, 12 December 2011
Ice creature
I'm also working on a creature that would inhabit an icy environment. I chose to use another of the silhouettes from before to develop for this, but purposfully chose one I felt looked awkward. Throughout the development of this character so far, it is clear that the anatomy is somewhat out of the ordinary which makes it appear strange.
While it's possible that this creature could function, the large bulbous area from which his arm protrudes seems more like a deformity than a convincing part of the creatures natural form. The underlying skeletal structure seems like it would be lacking in efficiency, and the apparent small amount of space for vital organs for a creaure with such large limbs seems contradictory. Although the context of the environment and/or setting within which this creature is based could explain its form in a satisfactory manner, the overall design seems fairly weak and unconvincing.
While it's possible that this creature could function, the large bulbous area from which his arm protrudes seems more like a deformity than a convincing part of the creatures natural form. The underlying skeletal structure seems like it would be lacking in efficiency, and the apparent small amount of space for vital organs for a creaure with such large limbs seems contradictory. Although the context of the environment and/or setting within which this creature is based could explain its form in a satisfactory manner, the overall design seems fairly weak and unconvincing.
Friday, 9 December 2011
Elesquid
I chose one of the silhouettes I felt was the strongest and have decided to develop it further. I am working with the silhouette in photoshop by painting on top of it, using a mockup of the creature in Maya to get an idea of lighting, like a digital maquette.
Work In Progress
The arrow is indicating the source of light, positioned like the guide above.
Work In Progress
The arrow is indicating the source of light, positioned like the guide above.
Thursday, 8 December 2011
Silhouettes (cont.)
Some designs I based more around realistic animals than the previous ones. I added skeletal structures which I layered on top of the silhouettes to show how they would function.
Tuesday, 6 December 2011
Silhouette Design
I have been using the silhouette technique to generate ideas quickly. The first thing a person takes in when they see something is the silhoutte, and it is constant from distance unlike colour which can blur together from long range. This makes it a good technique for getting a quick feedback on whether the design will be interesting and memorable.
Thursday, 1 December 2011
Wired interview with neville page
http://www.wired.com/entertainment/hollywood/multimedia/2009/04/pl_screen?slide=1&slideView=5
NEVILLE PAGE WEBSITE
http://www.nevillepage.com/
http://trekweb.com/articles/2009/05/27/Interview-Creature-Designer-Neville-Page-on-Creating-Big-Red-and-Aliens-for-Trek-Movie.shtml
http://cinemabot.wordpress.com/2011/08/11/4-good4-bad-recent-creature-designs/
NEVILLE PAGE WEBSITE
http://www.nevillepage.com/
http://trekweb.com/articles/2009/05/27/Interview-Creature-Designer-Neville-Page-on-Creating-Big-Red-and-Aliens-for-Trek-Movie.shtml
http://cinemabot.wordpress.com/2011/08/11/4-good4-bad-recent-creature-designs/
Saturday, 26 November 2011
Ultraviolet Sealife
http://news.uk.msn.com/stunning-ultraviolet-underwater-life#image=2
http://io9.com/5864791/the-blanket-octopus-one-of-the-most-alien-animals-to-swim-the-earth/gallery/4
http://io9.com/5864791/the-blanket-octopus-one-of-the-most-alien-animals-to-swim-the-earth/gallery/4
Tuesday, 22 November 2011
Saturday, 19 November 2011
Thursday, 17 November 2011
Tuesday, 15 November 2011
More Animal Drawings
I visited the McManus galleries at the weekend and again this morning to do some more drawing. Doing these sketches is helping give me a much better idea of animal forms which I can apply to my concept drawings and digital sculpting.
Inbetween 20 and 40 minutes was spent on each of these drawings. It is my aim to be able to increase the speed and accuracy with which I can capture the form of animals so as to aid in my creation of creatures, so I'll be going to the McManus as much as I can.
Inbetween 20 and 40 minutes was spent on each of these drawings. It is my aim to be able to increase the speed and accuracy with which I can capture the form of animals so as to aid in my creation of creatures, so I'll be going to the McManus as much as I can.
Monday, 14 November 2011
Satyr Concept
Some quick concept drawings for my satyr's head. I used a bunch of pictures of goats for reference and tried to make them look mean. The next stage is to start modelling it in ZBrush.
Friday, 11 November 2011
Animal Drawing
Some sketches I made of the animals at the McManus galleries. I think that doing these sketches is important for getting an idea of existing form in animals which will aid my creation of 3D sculptures.
Thursday, 10 November 2011
Zbrush Mock-ups
I'v been working on very quick ZBrush model mockups to get an idea of modelling form quickly as a method for creating quick character concepts using Dynamesh.
Wednesday, 9 November 2011
Monday, 7 November 2011
Form and Function: What looks good, and what actually works
These images from Creative Character Design by Bryan Tillman show how precarious the balance between form and function is. On first glance, the first image looks pretty cool. But upon closer inspection, we realise that the bottom set of arms can't possibly function as they are, as they lack the muscular and skeletal structures to support and move them.
However, when we add the appropriate muscles, the design starts to look pretty weird:
Where does the balance lie between creating something that is interesting visually but also looks like it works well enough that the audience doesn't question it? It is a subjective question and the answer varies dependant on the audience and the type of media the character is being portrayed through. People may be more willing to accept unfunctional anatomy in computer games for example, as that is the expectation: computer games are fun. However, in a realistic feature film they would expect to see character design that looks like it would actually work.
However, when we add the appropriate muscles, the design starts to look pretty weird:
Where does the balance lie between creating something that is interesting visually but also looks like it works well enough that the audience doesn't question it? It is a subjective question and the answer varies dependant on the audience and the type of media the character is being portrayed through. People may be more willing to accept unfunctional anatomy in computer games for example, as that is the expectation: computer games are fun. However, in a realistic feature film they would expect to see character design that looks like it would actually work.
Interview with Terryl Whitlatch
A wonderful interview with my new favorite creature designer, Terryl Whitlatch. Her mastery of animal anatomy and her amazingly creative and original creature designs blow my mind!
http://www.cgchannel.com/2010/01/interview-with-terryl-whitlatch/
http://www.cgchannel.com/2010/01/interview-with-terryl-whitlatch/
Friday, 4 November 2011
Monday, 31 October 2011
Scultping Practice
I also worked on some sculptures using ZBrush in order to try and improve my scultping skill so that I'm prepared to create the final character designs next year. I have a long way to go but I find using the program highly enjoyable.
This creature was created from a ball of digital 'clay' without any previous designs having been made, so in effect it was made on the spot. There are some problems with the character but I'm just getting used to the tools rather than trying to design a masterpiece just yet!
This creature was created from a ball of digital 'clay' without any previous designs having been made, so in effect it was made on the spot. There are some problems with the character but I'm just getting used to the tools rather than trying to design a masterpiece just yet!
Media practice
I hope to do alot of character concept art during pre production of the final outcome (which will be 3D sculpture) but as I want to work on my digital painting skills too I have chosen to go this route. Over the weekend I worked on these paintings of friends I worked on from photo references to try and help improve my skills in choosing a colour palette.
Friday, 28 October 2011
LINKS
Adam jensens augmentations analysis
http://beefjack.com/features/human-revolution-vs-human-reality-the-science-of-deus-ex/
Scale model of adam jensens arm
http://www.unfinishedman.com/adam-jensens-cybernetic-arm-scale-model/
Interview with Sebastion Legrain on DX3
http://www.pixologic.com/interview/deusex3/1/
how to draw abs (big picture)
http://i.imgur.com/LjDb4.jpg
My Prezi (week 4 pitch)
http://prezi.com/cflqd9dl-d55/honours-project/
Why the rule of cool is not cool
http://geek-related.com/2009/01/06/why-the-rule-of-cool-is-not-cool/
TV Tropes - Rule of cool
http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool
http://beefjack.com/features/human-revolution-vs-human-reality-the-science-of-deus-ex/
Scale model of adam jensens arm
http://www.unfinishedman.com/adam-jensens-cybernetic-arm-scale-model/
Interview with Sebastion Legrain on DX3
http://www.pixologic.com/interview/deusex3/1/
how to draw abs (big picture)
http://i.imgur.com/LjDb4.jpg
My Prezi (week 4 pitch)
http://prezi.com/cflqd9dl-d55/honours-project/
Why the rule of cool is not cool
http://geek-related.com/2009/01/06/why-the-rule-of-cool-is-not-cool/
TV Tropes - Rule of cool
http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool
Monday, 24 October 2011
New aim/objectives
I'v been reshuffling my project and bit and have decided I want to look more at functionality within design. I was thinking along the lines of investigating design that is both aesthetically pleasing and functional/fit for purpose. One subject that I'v seen brought up consistently is about female body armour and how in alot of games it is considered to be unfit for purpose (large chunks of armour missing leaving vital organs unprotected) making it seem less believable. This is however to make the characters more aesthetically pleasing to the target audience. I want to explore this relationship between functionality and purely aesthetic elements of a design. I was thinking that I could make this relate to creatures as I'v wanted to do by looking at the functionality of the form, e.g shoulder muscles for a creature that picks up rocks and throws them at his prey in order to catch them etc.
I'v written down another set of draft aim/objectives:
AIM
To investigate current design methodologies and explore the relationship between form and function in successful character design.
OBJs
1. Review and analyse existing character designs and discuss the methodologies involved in their creation.
2. Explore and discuss the relationship between form and function in the design of characters.
3. Conduct practice based research into the relationship between form and function within character design.
4. Create a range of 3D character models based on the research undertaken and evaluate their success.
Possible part of abstract:
A lot of characters are designed to look good but aren't functional - their design is not fit for their purpose - which can damage the audiences ability to suspend their disbelief. On the other hand, characters who are fully functional and make perfect sense might be lacking in the aesthetic qualities intended to visually appeal to their target audience. This paper aims to investigate the relationship between function and form, and determine by what means a designer can reach a balance between the two and help create a successful character design.
I'v written down another set of draft aim/objectives:
AIM
To investigate current design methodologies and explore the relationship between form and function in successful character design.
OBJs
1. Review and analyse existing character designs and discuss the methodologies involved in their creation.
2. Explore and discuss the relationship between form and function in the design of characters.
3. Conduct practice based research into the relationship between form and function within character design.
4. Create a range of 3D character models based on the research undertaken and evaluate their success.
Possible part of abstract:
A lot of characters are designed to look good but aren't functional - their design is not fit for their purpose - which can damage the audiences ability to suspend their disbelief. On the other hand, characters who are fully functional and make perfect sense might be lacking in the aesthetic qualities intended to visually appeal to their target audience. This paper aims to investigate the relationship between function and form, and determine by what means a designer can reach a balance between the two and help create a successful character design.
Sunday, 23 October 2011
Inspires, Intrigues, Motivates.
What inspires, intrigues and motivates me as a creative?
My inspiration comes from everywhere in life, from the complexicity and serenity of nature to artworks and architecture, books, films, music and games. Other people inspire me, in the way they act, especially the ones who tackle problems head on and with determination.
That also ties in to what motivates me; seeing people who aren't afraid to go for what they want in life makes me feel the same way. The amazing things that people have created inspires and motivates me to try to reach my own full potential.
I'm intrigued by so many things on this world, and off it too: I love reading about science, particulary the deep sea oceans that have barely been touched by human influence, and the vast reaches of space and everything out there that we have yet to discover. I'm also intrigued by the psychology of people and animals. Infact basically everything I don't know about intrigues me!
How do i research and explore ideas?
How do I communicate, interpret, define, story and experience ideas?
My preferred method of communicating ideas is through an artistic medium, whether that be sketches, paintings or sculptures. The reason for this is that It's the method of communication I find most enjoyable and appealing. Although it is a subjective way of conveying a message, I like that fact, that people can take away from it whatever they feel it means to them. This method of conveying ideas then seems more like a subtle persuasion and allows the one who is experiencing it to come to their own conclusions. I still feel like I have a lot of work to do in order to be able to make refine this 'subtle persuasion'; the masters of these mediums themselves still purport to have a lot to learn in order to get their messages across as fully as they would like, so that means I'v got a long way to go, but I'm excited about the journey.
Thursday, 20 October 2011
Form and function
After receiving feedback from the tutors at my project pitch, I had to go back and do some more research in order to further refine my aim. While I was looking further into character design as a whole I decided that I wanted to focus my attention more on the relationship between form and function.
By form and function I mean what a character is meant to accomplish/do (function), and whether the design of the characters aesthetics (form) meet those requirements. In design, one of the fundamental rules is that form follows function; the aesthetics must fit around the functionality.
In character design, this means making sure that all of the elements that make up the character design make sense to the context of their particular setting. Take the disney animated character Robin Hood for example. All of the characters in Robin Hood are animal characters, with the main character as a fox. In reality, a fox would not be able to accomplish the feats shown in the story, such as drawing a bow up to eye level; it's physically impossible because of the fox's anatomy and bone structure. Additionally, a fox has no opposable thumbs with which to grip a bow and arrow, and standing upright on what is essentially the tip-toes while doing this makes it all the more awkward.
Disneys Chuck Jones had a formula for creating humanlike feet for anthropomorphic animal characters which made the shoes of the character cover the feet and bottom of the leg, turning that entire area into the foot. The rest of the character was designed half way to human proportions, with the shoulder blades moved back and opposable thumbs added. This allowed them to keep the anthropomorphic qualities they wanted by keeping Robin Hood still looking fox like.
This is a classic example of form following function in character design, but it can apply to all types - Robin Hood was designed how he was in order to be able to accomplish all the feats required of him by the story, but form following function within the context of a story is important aswell. Take for example a character who spends alot of time in the artic tundra; the character obviously has to be able to survive in that environment, and so the character should be designed in such a way that reflects this. This could be achieved by making the character wear big warm clothes and furs as opposed to walking around topless, and adding hard callused skin caused by the cold. If they dig alot, then they should have an implement capable of cutting through the hard ice.
These may seem like obvious things but are often overlooked in character design. Dragons with wings not large enough to believably lift them off the ground and spacemen without any type of oxygen source could be some examples, as they don't make sense. There are exceptions however. The 'Rule of Cool' states that "The limit of the willing suspension of disbelief for a given element is directly proportional to the element's awesomeness." Stated another way, all but the most pedantic of viewers will forgive liberties with reality as long as the result is wicked sweet or awesome. This applies to the audience in general; there will naturally be a different threshold for each individual.
For my project I want to look at how the use of functional design helps make believable characters, what methods artists have when designing implausible characters to make them seem more credible, and the balance between functional and aesthetically appealing characters.
By form and function I mean what a character is meant to accomplish/do (function), and whether the design of the characters aesthetics (form) meet those requirements. In design, one of the fundamental rules is that form follows function; the aesthetics must fit around the functionality.
In character design, this means making sure that all of the elements that make up the character design make sense to the context of their particular setting. Take the disney animated character Robin Hood for example. All of the characters in Robin Hood are animal characters, with the main character as a fox. In reality, a fox would not be able to accomplish the feats shown in the story, such as drawing a bow up to eye level; it's physically impossible because of the fox's anatomy and bone structure. Additionally, a fox has no opposable thumbs with which to grip a bow and arrow, and standing upright on what is essentially the tip-toes while doing this makes it all the more awkward.
Disneys Chuck Jones had a formula for creating humanlike feet for anthropomorphic animal characters which made the shoes of the character cover the feet and bottom of the leg, turning that entire area into the foot. The rest of the character was designed half way to human proportions, with the shoulder blades moved back and opposable thumbs added. This allowed them to keep the anthropomorphic qualities they wanted by keeping Robin Hood still looking fox like.
This is a classic example of form following function in character design, but it can apply to all types - Robin Hood was designed how he was in order to be able to accomplish all the feats required of him by the story, but form following function within the context of a story is important aswell. Take for example a character who spends alot of time in the artic tundra; the character obviously has to be able to survive in that environment, and so the character should be designed in such a way that reflects this. This could be achieved by making the character wear big warm clothes and furs as opposed to walking around topless, and adding hard callused skin caused by the cold. If they dig alot, then they should have an implement capable of cutting through the hard ice.
These may seem like obvious things but are often overlooked in character design. Dragons with wings not large enough to believably lift them off the ground and spacemen without any type of oxygen source could be some examples, as they don't make sense. There are exceptions however. The 'Rule of Cool' states that "The limit of the willing suspension of disbelief for a given element is directly proportional to the element's awesomeness." Stated another way, all but the most pedantic of viewers will forgive liberties with reality as long as the result is wicked sweet or awesome. This applies to the audience in general; there will naturally be a different threshold for each individual.
For my project I want to look at how the use of functional design helps make believable characters, what methods artists have when designing implausible characters to make them seem more credible, and the balance between functional and aesthetically appealing characters.
Wednesday, 12 October 2011
Symbolism: Silent Hill
I'v been quite interested in symbolism since I read Scott McCloud's semiotic analysis of comic books in his book 'Understanding Comics'. It really opened my eyes to alot of aspects of art I'd been overlooking, and sparked new interests within me. Since my main area of study is character design, I wanted to find out about the symbolism behind the characters in one of my favorite game series, Silent Hill. This game fits in under the horror genre which is one of my favorites.
I found a website here: http://www.esotericarticles.com, which gave the analysis of these creatures from Silent Hill as they relate to the main characters in the game.
Abstract Daddy is manifested from Angela's experience with her father as she grew up, namely abusive experiences. Thus, it resembles a male figure leaning over a female one on a rectangle that represents a bed. This also represents oppressive masculinity and the manner in which James killed his wife, by smother her while she was on her death bed. Thus, it can be seen as having a double significance by representing James over his wife smothering her to death.
The Bubble Head Nurse embodies a number of James feelings towards the death of his wife. Firstly, they represent his frustrated libido by having the nurses wear particularly short dresses and low necklines. Secondly, they represent his feelings of anger towards the hospital system and its perceived incompetence. As a result of this, the nurse is facing the wrong direction and is also literally a 'bubble head', a term used to describe someone who is whimsical and not particularly smart.
Interestingly, the Creeper is a monster that appears in Silent Hill 1 but looks quite different in that game. Thus, it must be assumed that the Creeper of Silent Hill 2 is manifested from James Sunderland's mind and not the cities. As the Creeper appears when James retrieves flashlight batteries and activates his light, it can be assumed that they represent what is really 'bugging' James being illuminated temporarily. Thus, when James runs away and leaves the room he is actually running from the truth that scares him.
The Flesh Lips is another representation of Mary, this time the frame it floats around in represents a bed. It has a pair of lips at its base that is positioned between its two legs, which is a clear yonic symbolism. The reason the image is so distorted is because James refuses to see the truth clearly.
The lying figure is a primarily feminine form and also the first monster James comes across in Silent Hill. It represents the anguish and suffering of his wife Mary during her final days, as well as his own during the period of the game. It appears to be bound in something resembling a straight jacket, which also serves as a symbol of how James cannot see the truth through his pain.
The Mandarin is a feminine monster with two arms and a mouth-like appendage at the end of the arms, a form of yonic symbolism. This monster also has a masculine counter-part in Silent Hill 3, called the closer. It does not stand above ground for a number of reasons. Firstly, the female body is associated with caves and holes beneath ground. Secondly, anything beneath ground is generally associated with something hidden in the subconscious, thus they represent the suppressed memory of James having murdered Mary.
The Mannequin represents James Sunderland's innate urges towards women and feminine figures. They are attacked by Pyramid Head to remind James of his true, oppressive nature in regards to his wife. Thus, when they are being attacked by Pyramid Head they are actually representing Mary.
Mary is the end boss of Silent Hill 2 as she represents the true issue that James came to Silent Hill to resolve. As a result, she rests on the frame of what would have been her deathbed. It is also of note that she is upside down, which represents the false perception that James’ had of her and her fate. In order to come to a psychological catharsis, James must kill the monstrous version of Mary in order to play out what he actually did.
Pyramid Head is comprised of a number of different images, all of which represent the concept of oppressive masculinity and subsequently James Sunderland’s shadow archetype. The Shadow Archetype is the negative and repressed aspect of every human being, of which James’ shadow archetype is pyramid head. In order to represent James’ shadow, pyramid Head draws on a number of concepts and imagery.
The first concept that the visage of pyramid head draws upon is that of an executioner. Executioners are almost always male and are generally associated with laws designed by males, thus they represent oppressive masculinity. Pyramid Head behaves much like an executioner, serving to punish those around it including James. It also looks like an executioner with its helm much akin to what executioners would wear in the town square. To add further to this, the executioner visage of Pyramid Head represents how James executed his wife.
The second manner in which Pyramid Head represents oppressive masculinity and James’ shadow is by having a range of phallic imagery associated with it. Pyramid Head’s body itself is phallic, with the pyramid area coinciding with the glans of male anatomy. Also, Pyramid Head uses a large sword-like weapon called the 'Great Knife', with swords being a popular phallic symbol. He also wields spears, very clearly phallic weaponry. When James comes closer to integrating his shadow archetype, he begins to wield Pyramid Head’s sword. Those who have experienced oppressive masculinity ancd are vulnerable to it are also vulnerable to this weapon, for instance Eddie’s weakness is Pyramid Head’s blade.
Towards the end of Silent Hill 2 there are two Pyramid Heads. The reason for this is that each one of these represents a different murder. The one that has the rusted sphere in it represents the murder of Mary, subsequently the sphere in it is older. The one that has the red sphere in it represents the murder of Eddie, subsequently the sphere is ‘fresher’.
Source: http://www.esotericarticles.com
I found a website here: http://www.esotericarticles.com, which gave the analysis of these creatures from Silent Hill as they relate to the main characters in the game.
Abstract Daddy is manifested from Angela's experience with her father as she grew up, namely abusive experiences. Thus, it resembles a male figure leaning over a female one on a rectangle that represents a bed. This also represents oppressive masculinity and the manner in which James killed his wife, by smother her while she was on her death bed. Thus, it can be seen as having a double significance by representing James over his wife smothering her to death.
The Bubble Head Nurse embodies a number of James feelings towards the death of his wife. Firstly, they represent his frustrated libido by having the nurses wear particularly short dresses and low necklines. Secondly, they represent his feelings of anger towards the hospital system and its perceived incompetence. As a result of this, the nurse is facing the wrong direction and is also literally a 'bubble head', a term used to describe someone who is whimsical and not particularly smart.
Interestingly, the Creeper is a monster that appears in Silent Hill 1 but looks quite different in that game. Thus, it must be assumed that the Creeper of Silent Hill 2 is manifested from James Sunderland's mind and not the cities. As the Creeper appears when James retrieves flashlight batteries and activates his light, it can be assumed that they represent what is really 'bugging' James being illuminated temporarily. Thus, when James runs away and leaves the room he is actually running from the truth that scares him.
The Flesh Lips is another representation of Mary, this time the frame it floats around in represents a bed. It has a pair of lips at its base that is positioned between its two legs, which is a clear yonic symbolism. The reason the image is so distorted is because James refuses to see the truth clearly.
The lying figure is a primarily feminine form and also the first monster James comes across in Silent Hill. It represents the anguish and suffering of his wife Mary during her final days, as well as his own during the period of the game. It appears to be bound in something resembling a straight jacket, which also serves as a symbol of how James cannot see the truth through his pain.
The Mandarin is a feminine monster with two arms and a mouth-like appendage at the end of the arms, a form of yonic symbolism. This monster also has a masculine counter-part in Silent Hill 3, called the closer. It does not stand above ground for a number of reasons. Firstly, the female body is associated with caves and holes beneath ground. Secondly, anything beneath ground is generally associated with something hidden in the subconscious, thus they represent the suppressed memory of James having murdered Mary.
The Mannequin represents James Sunderland's innate urges towards women and feminine figures. They are attacked by Pyramid Head to remind James of his true, oppressive nature in regards to his wife. Thus, when they are being attacked by Pyramid Head they are actually representing Mary.
Mary is the end boss of Silent Hill 2 as she represents the true issue that James came to Silent Hill to resolve. As a result, she rests on the frame of what would have been her deathbed. It is also of note that she is upside down, which represents the false perception that James’ had of her and her fate. In order to come to a psychological catharsis, James must kill the monstrous version of Mary in order to play out what he actually did.
Pyramid Head is comprised of a number of different images, all of which represent the concept of oppressive masculinity and subsequently James Sunderland’s shadow archetype. The Shadow Archetype is the negative and repressed aspect of every human being, of which James’ shadow archetype is pyramid head. In order to represent James’ shadow, pyramid Head draws on a number of concepts and imagery.
The first concept that the visage of pyramid head draws upon is that of an executioner. Executioners are almost always male and are generally associated with laws designed by males, thus they represent oppressive masculinity. Pyramid Head behaves much like an executioner, serving to punish those around it including James. It also looks like an executioner with its helm much akin to what executioners would wear in the town square. To add further to this, the executioner visage of Pyramid Head represents how James executed his wife.
The second manner in which Pyramid Head represents oppressive masculinity and James’ shadow is by having a range of phallic imagery associated with it. Pyramid Head’s body itself is phallic, with the pyramid area coinciding with the glans of male anatomy. Also, Pyramid Head uses a large sword-like weapon called the 'Great Knife', with swords being a popular phallic symbol. He also wields spears, very clearly phallic weaponry. When James comes closer to integrating his shadow archetype, he begins to wield Pyramid Head’s sword. Those who have experienced oppressive masculinity ancd are vulnerable to it are also vulnerable to this weapon, for instance Eddie’s weakness is Pyramid Head’s blade.
Towards the end of Silent Hill 2 there are two Pyramid Heads. The reason for this is that each one of these represents a different murder. The one that has the rusted sphere in it represents the murder of Mary, subsequently the sphere in it is older. The one that has the red sphere in it represents the murder of Eddie, subsequently the sphere is ‘fresher’.
Source: http://www.esotericarticles.com
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