{"id":673,"date":"2019-04-19T14:31:08","date_gmt":"2019-04-19T13:31:08","guid":{"rendered":"https:\/\/denverharrington.com\/main\/?p=673"},"modified":"2019-09-08T09:23:08","modified_gmt":"2019-09-08T08:23:08","slug":"dune-simon-goinards-visual-storytelling","status":"publish","type":"post","link":"https:\/\/denverharrington.com\/main\/dune-simon-goinards-visual-storytelling\/","title":{"rendered":"DUNE: Simon Goinard&#8217;s Visual Storytelling"},"content":{"rendered":"<p><a href=\"http:\/\/www.simongoinard.com\/DUNE\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" src=\"https:\/\/payload.cargocollective.com\/1\/14\/467777\/8980646\/Dune_007_670.jpg\" alt=\"Simon Goinard, Dune portfolio, Research work based on Frank Herbert's Dune IP\" width=\"660\" height=\"420\" align=\"left\" border=\"0\" data-mid=\"48459946\" data-title=\"640 \u2014 670 \u00d7 426\" data-hi-res=\"https:\/\/payload.cargocollective.com\/1\/14\/467777\/8980646\/Dune_007_1340_c.jpg\" \/><\/a>Since the announcement of DUNE 2020, many fans have been wondering what sort of visual storytelling to expect from the upcoming film which is presently in production.<\/p>\n<p>(Follow <a href=\"http:\/\/www.duneinfo.com\/\">duneinfo.com<\/a> <a href=\"https:\/\/twitter.com\/DuneInfo\">@duneinfo<\/a> to learn more.)<\/p>\n<p>I will be speaking with various industry artists to determine what sort of aesthetic we can expect from the film release and get an insight into how the DUNE lore and story may be visually presented.<\/p>\n<p>For freelance concept artist, Simon Goinard, the art of visual storytelling involves a process of finding a moment reduced from storyboard images that explore narrativity, as is the case for his research work for DUNE.<\/p>\n<p>When it&#8217;s ready, the results speak for themselves. If a poet&#8217;s task is to capture a moment in just a handful of words, then an artist&#8217;s image can inspire a poem of an epic thousand-word tale.<\/p>\n<p>Simon&#8217;s skillful collection is impressive, producing a combination of geometric, abstract and impressionist images for a wide range of clients, including Disney, WBros, Ubisoft, 20th Century Fox and many more (<em>links at end of page<\/em>). Some of his more recent works involve concept art development for his DUNE portfolio. Although this work is not directly related to the movie development, I&#8217;m hoping that with Simon&#8217;s feedback, viewers can get an understanding into working processes and ideas from experts that could give us some visual queues of what to expect. Although his newest additions are not yet available, I spoke with Simon to ask him about what we can expect to see from the upcoming work and how he visualizes the DUNE lore. To get an idea of how he will present the work, I wanted to know what his approach would be for mood and tone.<\/p>\n<h2>DUNE lore, mood and tone<\/h2>\n<p><em><a href=\"http:\/\/www.simongoinard.com\/DUNE\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" class=\"alignright\" src=\"https:\/\/payload.cargocollective.com\/1\/14\/467777\/8980646\/Dune_006_670.jpg\" alt=\"\" width=\"252\" height=\"356\" align=\"left\" border=\"0\" data-mid=\"48459939\" data-title=\"640 \u2014 670 \u00d7 947\" data-hi-res=\"https:\/\/payload.cargocollective.com\/1\/14\/467777\/8980646\/Dune_006_1000.jpg\" \/><\/a>&#8220;Basically the main idea was to have at least one bit of storytelling in each of pieces.&#8221;<\/em> Says Simon, <em>&#8220;as they were primarily made as an image board, the mindset was really to test narrativity in the DUNE lore. Right after that I tried to experiment with simple geometric and\/or organic designs when possible.&#8221;<\/em><\/p>\n<p>Utilizing digital tools, and trained in oils and acrylic, what visual artists such as Simon are capable of producing is nothing short of staggering. The range and depth and vision can be heightened and edited a thousand ways. Fans of Dune are very specific when it comes to their personal vision. When reading Frank Herbert&#8217;s novels, I personally often imagined a very eldritch and Gothic universe. DUNE has a cult following and a loyal and particular fan base, and expectations for the upcoming film are mixed. What a few are most concerned with in regard to the visualization often comes down to CGI treating the world as a new Star Wars, making it as big and as grand and showy as possible.<\/p>\n<p>For this reason, some fans are curious about practical effects over CGI, which brings to mind one burning question. Where on earth is like Arrakis when we regard location? I asked Simon Goinard what sort of locations he thinks would best capture the film&#8217;s aesthetic, and how he thinks the film would be best conveyed.<\/p>\n<h2>Arrakis Settings &#8211; Practicality and CGI<\/h2>\n<p><em>&#8220;I don&#8217;t like the mood of the Sahara desert for DUNE, I really don&#8217;t. Arrakis is harsh, stronger than just emptiness. Too strong for just plain practical locations, frankly.&#8221;<\/em><\/p>\n<p>Regarding the practical effects approached (David Lynch&#8217;s DUNE 1984, for example) it&#8217;s easy to see why CGI might be preferable. DUNE 1984 was a great film when I was a young teen but admittedly didn&#8217;t age well and visually often falls short. Today&#8217;s audience craves for something more, and to really capture the character of Arrakis, we would have to see this inhospitable place in all its vastness and darkness and hostility.<\/p>\n<p><em>&#8220;At the end of the day, DUNE is a scifi novel, it should feel out of this world,&#8221;<\/em> Simon explains. <em>&#8220;So I&#8217;ll go for CGI here.&#8221;<\/em><\/p>\n<p>There is nowhere on Earth like Arrakis. CGI has come a long way, and in my own view, I think a soft combination of CGI and practical techniques, if done well, could deliver good on a vision of Arrakis. There are many ancient buildings and temples that, if manipulated visually from old buildings and ancient temples of the middle east, could provide great reference points for The Citadel of Leto, for example and other such buildings.<\/p>\n<h2>Visual storytelling in epic battles<\/h2>\n<p>DUNE is an epic, the stories comprise history with houses and family names and tribes that reach throughout it&#8217;s expansive story. And fans want to see battles that matter. I asked Simon how he would portray epic battles in visual story telling in DUNE and what ideas he would be eager to explore?<\/p>\n<p><em>&#8220;Story telling is linked to unsaid things most of the time, that&#8217;s strange to say but its a fact. What the viewer imagine in a picture will always tell more than what he see in it right away, and that&#8217;s what you should try to aim for. DUNE is no exception so I would go for something like two characters fighting in dynamic poses, both of them engulfed in shadows fighting in a sand storm for example. Shadow play Basically.&#8221;<\/em><\/p>\n<h2>Sandworms<\/h2>\n<p>This creature is a fan favourite, something many loved about the Lynch film (myself included) and had a clear vision of from the books. I\u2019m very much looking forward to seeing Simon&#8217;s representation of the Sandworms, of which I think I can see a very distant teaser in one of his pieces. <a href=\"http:\/\/www.simongoinard.com\/DUNE\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" src=\"https:\/\/payload.cargocollective.com\/1\/14\/467777\/8980646\/dune_003l_13_670.jpg\" alt=\"\" width=\"432\" height=\"243\" align=\"left\" border=\"0\" data-mid=\"48530261\" data-title=\"640 \u2014 670 \u00d7 377\" data-hi-res=\"https:\/\/payload.cargocollective.com\/1\/14\/467777\/8980646\/dune_003l_13_1340_c.jpg\" \/><\/a><\/p>\n<p>So, I asked him: &#8220;When approaching this animal, what is your method and how do you intend to present them in your Dune portfolio? (More menacing, or as a distant reference).&#8221;<\/p>\n<p><em>&#8220;I&#8217;ve already designed the Sandworms I would love to see, two types actually, but I will not share them. I&#8217;m basically keeping the DUNE landmarks hidden from my website for now.&#8221;<\/em><\/p>\n<p>With two Sandworms in the design, I&#8217;d like to guess Simon is thinking about the Sandtrout as it was introduced on Arrakis before growing into the devouring behemoth we know from the novels, artistic representations and films.<\/p>\n<p>Simon&#8217;s work beautifully captures contrasts and lighting, the white and violet working with deep, amaranth reds and black. I wanted to know if these choices were intuitive or if he approached his work with a steady plan. I asked Simon how these choices bring out a character.<\/p>\n<p><em>&#8220;Yes it&#8217;s planned. I&#8217;ve strangely always seen the DUNE world in extreme opposite contrasts. Everything is at war in its universe for me (and I really think that a black and white film of DUNE could work extremely well by the way.) In term of paintings I will manifest this by thinking like Mark Rothko or like a Fauvist painter, that&#8217;s why you have those color choices in my pictures.&#8221;<br \/>\n<\/em><\/p>\n<h2 style=\"text-align: right;\">Impressionism &amp; mood<\/h2>\n<p><a href=\"http:\/\/www.simongoinard.com\/DUNE\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" class=\"alignright\" src=\"https:\/\/payload.cargocollective.com\/1\/14\/467777\/8980646\/DUNE_013b_670.jpg\" alt=\"\" width=\"353\" height=\"203\" align=\"left\" border=\"0\" data-mid=\"52926221\" data-title=\"640 \u2014 670 \u00d7 386\" data-hi-res=\"https:\/\/payload.cargocollective.com\/1\/14\/467777\/8980646\/DUNE_013b_1000.jpg\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>In case you aren&#8217;t aware of Mark Rothko&#8217;s abstract impressionism, these influences are visible in some of Simon&#8217;s works. Rothko demonstrates colour combinations and harmonies that artists can find inspiring for backgrounds, setting, mood and contrastive elements, a perfect inspirational choice for colour relations, and would explain too why Simon can visualize a black and white film of DUNE.<\/p>\n<p>Simon Goinard&#8217;s work represents a deep understanding of colour theory which he draws on as he explores alien worlds and represents ethereal moments and strange technology, complementing a French and German abstract impressionistic style.<\/p>\n<p><em>&#8220;On top of that my strokes are often impressionistic yes, as I search for some kind of mastery in them all of the time.&#8221;<\/em> said Simon. When asked about his personal goals for this project, he explained:<em> &#8220;In term of goals, apart from the storytelling, I think showing a constant personal vision of the lore is my priority here.&#8221;<\/em><\/p>\n<p>If you want to check out Simon Goinard&#8217;s whole portfolio, follow the link to his website: <a href=\"http:\/\/www.simongoinard.com\/\">www.simongoinard.com<\/a><\/p>\n<p>If you&#8217;re interested in the DUNE lore, keep your eyes peeled for the release of his new work.<\/p>\n<p><em>NOTE: All featured work is property of <a href=\"http:\/\/www.simongoinard.com\/DUNE\">Simon Goinard<\/a><\/em><\/p>\n<p>Thank you Simon for your contribution to this project.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Since the announcement of DUNE 2020, many fans have been wondering what sort of visual storytelling to expect from the upcoming film which is presently in production. (Follow duneinfo.com @duneinfo to learn more.) I will be speaking with various industry artists to determine what sort of aesthetic we can expect from the film release and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":981,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_genesis_hide_title":false,"_genesis_hide_breadcrumbs":false,"_genesis_hide_singular_image":false,"_genesis_hide_footer_widgets":false,"_genesis_custom_body_class":"","_genesis_custom_post_class":"","_genesis_layout":"","footnotes":"","_links_to":"","_links_to_target":""},"categories":[38],"tags":[],"class_list":["post-673","post","type-post","status-publish","format-standard","has-post-thumbnail","category-feature-artists-conceptual-fiction-sci-fi","entry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>DUNE: Simon Goinard&#039;s Visual Storytelling - Denver Harrington<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/denverharrington.com\/main\/dune-simon-goinards-visual-storytelling\/\" \/>\n<meta property=\"og:locale\" content=\"en_GB\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"DUNE: Simon Goinard&#039;s Visual Storytelling - Denver Harrington\" \/>\n<meta property=\"og:description\" content=\"Since the announcement of DUNE 2020, many fans have been wondering what sort of visual storytelling to expect from the upcoming film which is presently in production. 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