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Showing posts with label Heraldry. Show all posts
Showing posts with label Heraldry. Show all posts

Friday, October 20, 2023

Five Wounds: Video Trailer

Five Wounds Trailer from Jon Walker on Vimeo.

The video above is an extremely abstract trailer for my novel Five Wounds. It consists of a sequence of twenty short phrases, which are displayed via twenty successive screens. Each screen uses two colours, out of a total of five: one for the text, and one for the background. In the book, and thus in the trailer, each of these five colours represents one of the five protagonists: blue for Gabriella; red for Cur; black for Cuckoo; silver for Magpie; gold for Crow. 

Amateur statisticians may note when viewing these screens that the entire sequence represents every single possible combination of two of the five colours (excluding those combinations in which the same colour appears twice). The first few screens run through these combinations according to the order that they appear in the Five Wounds hand, after which the sequence progresses systematically. The lettering on each successive screen is in the same colour that appeared as the background in the previous screen. The logic of this progression is therefore not entirely dissimilar to the terza rima rhyme scheme used by Dante, which I described in a previous post. 

The entire sequence of twenty screens is as follows: 

1. Blue text on a red background: Get out while you still can. 

2. Red on black: Don’t turn back. 

3. Black on silver: You have to choose. 

4. Silver on gold: Don’t move. 

5. Gold on blue: You can’t win. 

6. Blue on black: Run faster. 

7. Black on red: I can’t keep up. 

8. Red on blue: He’s right behind you. 

9. Blue on silver: I don’t understand. 

10. Silver on red: It’s your funeral. 

11. Red on gold: It’s eating me up. 

12. Gold on silver: I’m not your friend. 

13. Silver on blue: Cut it off. 

14. Blue on gold: I’m not like you. 

15. Gold on red: Give up. 

16. Red on silver: Dust to dust. 

17. Silver on black: No-one will help you. 

18. Black on gold: I’m not afraid. 

19. Gold on black: Don’t scream. 

20. Black on blue: Bet everything. 

These short phrases - mottos or slogans - are rather banal when taken individually, since they are entirely without narrative context here, and they also use a restricted vocabulary, which is deliberately inexpressive. Individually, they are flat and affectless; but collectively they should give a sense of increasing menace and claustrophobia. This echoes the style of the book, which similarly lapses into flat, affectless tones during the most violent or disturbing episodes. 

The sequence itself is also a coded message. Each screen represents one of the five protagonists 'talking' to one of the other five, and, in doing so, revealing the way in which they understand their relationship to that other person. So the first screen, which says 'Get out while you still can', in blue letters on a red background, represents Gabriella talking to Cur; the second screen, 'Don't turn back', in red letters on a black background, represents Cur talking to Cuckoo; and so on, until the final screen, 'Bet everything', in black letters on a blue background, which represents Cuckoo talking to Gabriella. Like the heraldic coats-of-arms at the beginning of Five Wounds, the sequence is therefore a coded map of the book's contents. 

The schematic nature of this exercise caused some problems. The sequence is in part derived from heraldry, but it ignores the heraldic 'rule of tincture', which forbids placing, for example, gold against silver, because with this and similar combinations it is difficult to distinguish the foreground from the background. However, since the sequence here must by definition include every possible combination of two of the five colours, it follows that it must break this rule. Moreover, the cross-hatched patterns under the pigments sometimes 'interfere' with the letter forms, making it difficult to read the text. The (imperfect) solution to this problem was to display the text for each screen in two states: first in empty white, with the letters reversed-out, and then in the relevant tincture, on the theory that at least one of these two states would be legible. It's not perfect, aesthetically, because of the legibility issue (compounded in this version by a noticeable image deterioration). 

Nonetheless, the sequence gives a flavour of Five Wounds, which also includes puzzles, riddles and allusions. Both the trailer and the book use text visually, as an element in the design, and both are structured according to hidden principles. But the trailer probably works better as commentary for those who have already seen the book than as an introduction for neophytes. 

[Video credits: Painted textures by Dan Hallett; video created by Sarah Lyttle and Adam Hinshaw; concept and art direction by Jonathan Walker. Thanks to Peter Newman for permission to use an edited extract of one of his compositions as the soundtrack.]

Inspirations: Gerry Anderson



Above is the title sequences to Thunderbirds (1965-66), one of many shows created by Gerry Anderson, working with his then-wife Sylvia Anderson. Most of their programmes involved elements of science-fiction, and were ‘Filmed in Supermarionation’, as the inventive title cards put it. In other words, they featured puppets and miniature models rather than actors on full-scale sets. Puppets were both cheaper and easier to direct than actual human beings. Unfortunately, they were also far less expressive, a limitation that Anderson tried to overcome by creating more and more ‘realistic’ facial features and bodily proportions as his career progressed, with mixed results. Ironically, greater verisimilitude meant less mobility, and so the most detailed puppets also had the clumsiest movements.

Of course, no-one watched Gerry Anderson’s programmes for emotional catharsis. In most cases, the rudimentary and highly repetitive storylines were obviously pretexts for the special effects sequences, which involved intricately-designed futuristic vehicles (rockets, aeroplanes, spacecraft, submarines), and lots of explosions. The most characteristic setpiece in any Anderson series was the sequence in which pilots were delivered (usually via tubes or hydraulic chairs) to their waiting vehicles, followed by a complicated lift-off protocol. Below is the title sequence from Stingray (1964), which is exemplary in this regard. Indeed, the title sequence of an Anderson show is usually the most dramatic and effective statement of the show's themes. It often features flash-cut excerpts of the episode to come (a device borrowed recently by Battlestar Galactica), and it always has an extremely catchy theme tune.



In most cases, the characters in an Anderson show were members of a quasi-military organisation with a ludicrous acronym and an entirely abstract structure, most notably the colour coded SPECTRUM agents in Captain Scarlet and the Mysterons, in which the titular protagonist was aided in his struggle with the titular alien antagonists (and their possessed factotum Captain Black) by agents such as Captain Blue, Lieutenant Green and Colonel White.

Less obviously schematic, but along the same lines, was the distribution of the various Tracy brothers (Scott, Virgil, Alan, Gordon and John) among the consecutively numbered Thunderbirds in the show of the same name, in which they were in effect extensions of the craft that they piloted, or at least they were only ever distinguished in terms of the different functions assigned to the various Thunderbirds. These latter were all vehicles organised under the umbrella of the secret philanthropic organisation, International Rescue, which operated from a disguised island headquarters, under the direction of the Tracy brothers’ father, Jeff.

The obvious absurdity of these various premises (I have not even mentioned Captain Scarlet’s indestructibility, which severely limited dramatic tension in his adventures) did not affect their popularity, which derived in part from their effectiveness as early examples of what is now sometimes described as '360 degree marketing': meaning, in this case, that the programmes were accompanied by a multiplicity of associated toys, which ultimately derived their justification from the original television narrative(s), but which could also be used to create quite different narratives in the heads of consumers at home.

The most famous example of this kind of cross-platform marketing is the Star Wars universe, but the closest recent equivalent to the spirit of Anderson’s output is something like Pixar’s Toy Story, in which the synergy between the films and the related products is built into the premise on which the fictional world rests, since the characters are all toys, whose appearance can therefore be duplicated exactly by toy manufacturers.

Toy Story is (much) better written than Anderson’s work, but his programmes are better designed, and the worlds they depict are three-dimensional, even if they are miniaturised. Indeed, every aspect of their production – sets, objects, vehicles, costumes – is remarkably coherent. This unity is only emphasised by the literally wooden acting, which adds to the impression of an entirely self-contained fictional environment, but the production design remains striking even in the live-action successors to Thunderbirds and Captain Scarlet: UFO (1969-70) and Space 1999 (1975-77). And since all the futuristic vehicles were models, they, like the characters of Toy Story, were relatively easy to duplicate as die-cast metal toys.

Dinky Spectrum Patrol Car

Dinky Spectrum Pursuit Vehicle

Above are the toy versions of the Spectrum Patrol Car and the Spectrum Pursuit Vehicle from Captain Scarlet, made by Dinky, in whose catalogues they joined versions of British Leyland cars and other tediously mundane vehicles. The Captain Scarlet and Thunderbirds toys were more exciting, not only because of their ready-made backstories, but because they incorporated spring-loaded weapons and other detachable gadgetry. Their only obvious competition at the time in this regard was from the Dinky versions of various James Bond cars, such as the Aston Martin with ejector seat and retractable machine guns, originally from Goldfinger. Models that were too delicate or complicated to cast in metal – such as the Angel interceptors from Captain Scarlet – were instead sold as plastic model kits, which were assembled and painted at home. These were produced by Airfix. They were less robust than Dinky toys, but they afforded the additional pleasure of participating in their process of their recreation.

In many of Anderson’s programmes, the original narrative therefore served as a set of instructions for how to play with the toys, but this strategy can only work when the template provided by the programme is as generic as possible. Every episode of Thunderbirds and Captain Scarlet is more or less interchangeable with every other episode: the former always features a daring rescue in the face of an imminent disaster (often the result of sabotage), while the latter always involves a race to foil the latest Mysteron conspiracy against Earth (which the Mysterons always announced helpfully at the beginning of the episode), usually culminating in some new test of the limits of Captain Scarlet’s indestructibility.

One might describe this process as quintessentially postmodern, since it invites the reader / viewer to participate directly in the story, or rather to invent new variations upon simple story types, which are, in another sense of the word, ‘modelled’ by individual episodes. It is not, however, a new idea. A similar process is perhaps implied in the various reiterations of story cycles like the Arthurian and Grail legends, which the original listeners were encouraged to internalise and imitate in their own behaviour.

My novel Five Wounds shares a tendency towards highly schematic organisation with Gerry Anderson’s work, notably in its application of colour coding to the five protagonists, who are also puppets, in the metaphorical sense that their fates are overdetermined. They are at the mercy of their allotted role in the story structure: that is, at the mercy of forces external to their own nature. Indeed, the idea of the miniature, along with the related ideas of the doll and the automaton (both closely related to the puppet), all suggest a world that is simultaneously hyperreal, in its use of precise detail (as in the production design of Anderson's shows), and weirdly artificial, in its recourse to caricature (as in Anderson's use of puppets).

I doubt that anyone has ever described Anderson’s work as uncanny before, but that is what this combination of elements suggests.

Five Wounds: Heraldry

In a previous post, I showed some of the sketches for the heraldic shields in Five Wounds. To create these shields, Dan and I had to learn the visual code of heraldry, which is governed by strict rules about how its various elements may be combined. These rules are analogous to a grammar. Indeed, heraldry is one of the few instances where this analogy really works when applied to a visual code. Heraldry is therefore a highly distinctive semiotic system, one might even say a uniquely pure semiotic system, and as such it represents one of the earliest historical examples of a coherent system of graphic design. 

According to the classic analysis of Ferdinand de Saussure, the signs that make up any given semiotic system can be broken down into two elements: the signifier (the actual sign, e.g. the word ‘dog’), and the signified (the concept that the sign represents, e.g. the dictionary definition of the word ‘dog’). A third possible element is the referent (the thing to which the concept refers, e.g. an actual dog), but for Saussure, language actually makes more sense if you think of it purely in terms of the relationship between signifier and signified, and exclude consideration of the referent altogether. 

What makes heraldry ‘uniquely pure’ is that it anticipates this conclusion. Nothing in heraldry claims to represent anything external to the code itself, or at least the referential aspect of the system is attenuated, as if heraldry has already evolved beyond this primitive function, which remains only in a vestigial form, like the tail on a human skeleton. 

How, then, does heraldry work? It is best understood as a code, like a computer code, which is used to generate shields or coats-of-arms. The sine qua non of heraldry is therefore the shield itself, but the most basic elements of the code, which are combined to create the shield, are the heraldic tinctures, which are split into two basic groups: colours and metals. The colours are blue (azure), red (gules), black (sable), and green (vert), although the last is used far less frequently than the first three. Some versions also add purple (purpure) to the colours, but it almost never occurs in actual historical shields. The metals are silver (argent) and gold (or), which may also be represented by white and yellow respectively. 

Every shield has one of these tinctures as its base or field, onto which are laid successive layers of additional elements – like layers in Photoshop – all of which are also assigned a tincture, and which cumulatively make up the shield. Thus the shield is always viewed as a single, combined image, but its component elements can always be broken down into a series of two-dimensional layers laid on top of one another in a predetermined order. From top to bottom, this order runs thus: field, ordinaries, subordinaries, charges. 

Ordinaries consist of geometric devices such as a bend (a diagonal stripe across the shield), a pale (a vertical stripe down the middle of the shield), a fess (a horizontal strip across the middle of the shield), a cross, a saltire (a diagonal cross), a chevron, and so on. These are all laid on top of the field, and one of their functions is to subdivide it, so that their proportions in relation to the total area of the shield are therefore strictly controlled. For example, a pale or a fess should occupy roughly one-third of the shield’s area, while a chevron should occupy roughly one-fifth. Subordinaries are also geometric devices. They include the chief (a horizontal strip across the top third of the shield), the canton (a small square in the dexter chief, i.e. the top left from the viewer’s perspective [1]) and the bordure (a thin border around the shield’s outer edge). 

The final layer is that of pictorial charges. The most common of these are lions and eagles. Charges do have a notional referent, but they are always rendered in a highly abstract manner, and their relation to actual lions and eagles, or even to the symbolic meanings conventionally associated with lions and eagles in medieval bestiaries is, in effect, ‘bracketed’: it is irrelevant for how the pictorial code actually functions. 

The field is not always an undifferentiated, single tincture. It can also be divided in various conventional ways. For example, a shield divided ‘per bend’ has its field split in two diagonally, whereas a shield divided ‘per pale’ has its field split in two vertically. 

The ‘rule of tincture’ governs the way in which tinctures may be assigned to the various layers of a shield. It states that a colour cannot be laid directly on top of another colour; nor can a metal be laid directly on top of a metal. So if the field is a metal, any ordinary laid on top of it must be a colour, while any charge laid on top of that must in turn be a metal. There are, however, some exceptions to this rule, notably that it does not apply to subordinaries, or to divisions of the field. [2]  

In heraldry, blue represents only the idea of blue, and red the idea of red, and it does not matter which specific shade of blue or red is used to embody that idea. Indeed, in the seventeenth century, when it became common practice to print compilations of coats-of-arms in black-and-white reproductions, a system of cross-hatchings was invented to represent the tinctures, and these cross-hatchings represent their respective associated pigments perfectly: that is, in heraldry, a regularly-distributed pattern of dots signifies the idea of gold just as adequately as any particular yellow or gold pigment can do. 

As I have described it thus far, heraldry is a purely visual system, but – to return to our metaphor of computer code – it has a written analogue, whereby a description of a shield can be created, which serves as a programme, whose output is the visual representation of the shield.

Gules, a bordure argent

So, for example, the shield above is encoded as ‘gules, a bordure argent’, which means ‘a red field with a silver border’; whereas the shield below is ‘Per pale sable and argent, on a chief vert a canton or’, which means ‘a field divided in two vertically, with black on the left and and silver on the right, which is surmounted by a green strip occupying the top third, which is in turn surmounted by a gold square in the top left corner’.

Per pale sable and argent, on a chief vert a canton or

Any written description should allow you – if it is parsed correctly – to generate the output of a correct shield with total accuracy. And as with computer code, any ambiguity in the initial command constitutes a fatal error, while any elements or aspects of the output that are not predetermined by this code are by definition irrelevant. Minute variations in the written code may have larger consequences when it is translated into a shield. For example, the first shield below is ‘argent, a bend sable’; conversely, the second is ‘Per bend, argent and sable’; the third is ‘Per bendy, sable and argent’; while the last is ‘Per bendy, argent and sable’.

Shields to illustrate Heraldry Post on Blog

According to Shaun Tan, an image only works insofar as it can't be reduced to a written description (an argument that recalls Robert Frank's insistence that a photograph should nullify explanation), but heraldry is based upon the opposite assumption. As such, it offers one possible way of exploring the relationship between word and image, which is both a recurrent theme and a practical challenge in Five Wounds.

So why did Dan and I use heraldry in Five Wounds, and to what ends? 

When I was looking for a way to represent the book’s structure visually, I needed a system with seven elements, but that in practice only made use of five them regularly: because there are five protagonists in my book, but two other characters whose status is sometimes brought into question. Moreover, of my central five characters, I needed to be able to subdivide them into two groups, of three and two respectively, because this is how their various relationships play out. 

All of this found an analogue in the heraldic code, in which there are seven basic tinctures, but only five that occur with any regularity, and of those five, there are three colours and two metals. 

This sounds suspiciously convenient. It is possible that, at an unconscious level, I was already thinking of how to relate the structure of the book to that of heraldry right from the start, so the correspondence may not be entirely coincidental. 

In any case, thinking that the heraldic code could perhaps be converted into a map of the book’s structure, I began to develop this idea by assigning a tincture to each of my protagonists: blue to the mutilated angel, Gabriella; red to the man of blood, Cur; black to the amorphous man with a wax face, Cuckoo; silver to the daguerreotypist, Magpie; and gold to the alchemist, Crow. These designations loosely follow traditional colour symbolism, so they have a logic of sorts, although such symbolism is not part of the heraldic code. 

My next step was to design five shields, one for each of the protagonists, each using the schema outlined above: that is, Gabriella’s shield has a blue field, while Cur’s has a red field, and so on; and the addition of other elements (ordinaries, subordinaries and charges) onto the field in other tinctures would then, in each case, map the various relationships between the five protagonists.

Gabriella's Coat-of-Arms

Magpie's Coat-of-Arms  

Above: Gabriella’s and Magpie’s motto shields

Along with these ‘motto shields’ (designated thus by Dan and I for obvious reasons), there is an entirely separate series of smaller shields, which open each chapter (in the first edition of the novel, there were more of these: one for each layout). These serve as a visual index of which characters appear in the chapter in question.

There are important differences between the motto shields and the index shields. The former use pictorial charges to help define the protagonists: wings for the angel, Gabriella; a wolf for the rabid Cur; the moon and stars for the nocturnal daguerreotypist, Magpie; and so on. By contrast, the index shields are purely abstract, consisting only of the field, ordinaries and subordinaries. And, whereas the motto shields use only five tinctures to refer to five protagonists, the index shields use all seven tinctures, which therefore refer to seven different characters. 

There are therefore two overlapping but separate indexical colour systems in Five Wounds: one with five elements, and one with seven elements. 

Every index shield is unique. When different chapters involve the same group of characters, and thus use the same tinctures, each of these is represented by a different shield design. And even for the chapters in which only one character appears, and which are therefore indexed with an undifferentiated shield of a single tincture, I had Dan repaint the shield every time we used it, so that the patterning of the pigment would be slightly different. 

Having gone to the trouble of learning the language of heraldry, it may seem perverse that the first thing I decided to do with it was to violate its integrity by forcing it to describe something external to itself: that is, my five (or is it seven?) protagonists. In Five Wounds, then, the language of heraldry is persistently construed wrongly. Dan and I deliberately created ‘ungrammatical’ visual statements, which are the inevitable consequence of forcing the code to express things it was never intended to express. 

There are, for example, several index shields that violate the rule of tincture by combining colour with colour and metal with metal, depending on which characters happen to appear in any given chapter: that is, according to a criterion that is entirely irrelevant to the internal logic of the code. 

Forcing heraldry to perform such an unnatural function creates interesting problems, which were highlighted for me when I tried to encode the motto shields I designed for the five protagonists in written descriptions thereof. Below is the horrific result of this exercise, which illustrates the impossibility of trying to describe a series of (deliberate) mistakes using a code whose entire purpose is to eliminate ambiguity. It can’t be done.

Motto Shield Descriptions  

Above: A failed attempt to provide written descriptions for the five motto shields

This unreadable attempt at definition is not included in Five Wounds, but it inspired one of several handwritten annotations added to the text of the first edition of the novel, in which a garbled representation of the five motto shields (drawn by Dan) is accompanied by the cryptic note, The problem with a perfect notation system: It can’t describe an error. Of course, this observation has much broader implications in the context of the novel than its application to heraldry.

The problem with a perfect notation system  

Above: annotation from the end of the first edition of Five Wounds

However, I've cut this from the second edition, as, besides being beyond my powers to incorporate when I re-typeset the text, it also seemed a little too cute.

If a work is to be coherent, then certain ideas have to present in its DNA: they have to run through every aspect of its narrative and presentation. In Five Wounds, these ideas include: translation, garbled transmission, insecure attributions of meaning, the relationship between signal and noise, the nature of interpretation, and what constitutes a misinterpretation. It should be obvious how the book’s use – and abuse – of heraldry helps to dramatise some of these themes. 

If the colours represent the book’s protagonists, they also necessarily oversimplify their interactions by rendering them in diagrammatic form. Thus the colour coding is not only a misinterpretation because it makes improper use of heraldry: it is also a misinterpretation because, in doing so, it reduces each of the characters to a single, deterministic attribute. 

None of this would be of any interest, of course, unless the heraldic shields communicate something to the viewer emphatically and immediately, as images; but that is the advantage of using a visual code designed to do exactly that. 

Postscript: At some point, I'll provide a separate explanation of why Dan’s colour renditions of the shields are painted (deliberately) incompetently, with the paint spilling over the borders indicated by the underlying patterns. Also, see here for another short analysis of heraldry as a semiotic system.

[1] ‘Dexter’ actually designates the right-hand side of the shield, and ‘sinister’ the left-hand side, but these are determined from the point-of-view of the fictional person holding the shield out in front of them towards the viewer. I have therefore simplified matters by sticking to the viewer's point-of-view here. This account of heraldry is also simplified in other respects.  

[2] It does not apply to divisions of the field in theory. In practice, I have never seen a divided field that does not alternate a metal and a colour for the division.

Five Wounds: Heraldry Sketches

There is a more detailed post on heraldry on the way, but in the meantime, here are some of my original sketches for the miniature shields that appeared on each double-page spread in the first edition of Five Wounds. The finished versions of these indicated in colour-coded form which characters appeared on any given layout. 

In the second edition, I changed this aspect of the design. Now there are a smaller number of these shields, one per chapter instead of one per layout, but again on the same principle: that the shield at the beginning of each chapter indicates in colour-coded form which characters appear in that chapter.

Heraldry Sketches for Five Wounds 1 Heraldry Sketches for Five Wounds 2 Heraldry Sketches for Five Wounds 6 Grid of Index Shields for Five Wounds (draft)