Classically, there has been a phrase that I have lived by:
‘A problem shared is a problem halved.’
So, I’ve taken this idea up to a new level and begun with a new project – A webcomic, illustrated by my marvellous friend: Ashleigh, set in a fictional world of my design, with me writing for it.
This has long since been a passion of mine – to work alongside one of my friends in order to produce something for the public to see, and my inspiration came from all forms of media that I have been exposed to, from songs and comics, to games and television.
But first off, what is Multi-discipline work?
Simply, multi-discipline work is as it sounds – work that takes shape due to the inputs of two varying disciplines. In our case, Illustration and Written media, to form a visual novel/web comic.
But this has been done many times, a prime example -as well as something I was listening to while writing this – being Rush’s 2112. A Sci-fi space opera, whose lyrics are powerful speak of corruption in the higher echelons of a religious society, and how these people are manipulating their followers.
However, for the special edition release of 2112, there was also a comic packed with the album, which tells the tale of the song – providing both visual entertainment, as well as an accurate lyric sheet.
The comic can be found here.
The song can be found here.
What’s more is that both can be enjoyed without the other, but the experience is heightened by the involvement of both.
A second example takes place in the 1990’s, where Nintendo had just partnered with Sony to create a disc drive version of the Super Famicom. Not a week into the project however, Nintendo call off the whole deal. This then annoyed Sony’s then-president: ‘Norio Ohga’ causing him to go off and fund a new section of the Sony franchise – Sony Computer Entertainment Inc. In 1994, The Playstation was born, using what Sony had learned from their brief partnership with Nintendo. The two companies still hold a rivalry that persists to this day.
Other, more common examples include things such as Art-trades, where two artists utilise characters created by the other artist, in their own style.
Another common example is when stars write autobiographies. The main difference being that, while most collaborations between two parties result in something new and amazing, Star’s autobiographies are generally cash grabs aimed at people who are obsessed with the star in question.
Onto more ‘high-art’ (read: posh) pieces:
Martina Bussi’s – Fragile is a prime example of the phrase: ‘Two things that shouldn’t mix, mixing.’. In her work, entitled Fragile, she, a ballet dancer, performs intricate ballet manoeuvres with her partner… A JCB digger.
Placing her life in the hands of it’s operator – Kev Burrow, she dances with the excavator in frightful displays of elegance:
Another, more safe example of High-Art Colaberation can be found with Horticulture. A Project where Garden Designers team up with Fashion Designers – resulting in outfits such as this:
A third (and final) example of colaberation of high-art can be found in the 1Xtra Grime Prom. An event where various Grime artists colaberrated with the Royal Orchestra to create a bizarre mixture of sounds that work surprisingly well alongside one another.
All this collaboration and ‘Jolly Co-operation!’ inspired my/our project’s proposal:
The project will be called ‘Atlas and Eyre’ and focus on the titular characters, Jack Atlas and Aiko Eyre, a pair of down on their luck detectives, set in 2060’s England, in a city called Façade.
The project will blend artistry with the written word to form a blend of the two, which will coalesce in the form of a Visual Novel.
It will be a simple mixture in comparison to some featured within these examples, however, I feel it would be a great place to start with the idea of collaboration, as it takes place in a world of my own design – a personal writing project, specifically.
The whole thing will be available here: https://atlasandeyre.thisistap.com/