Pattern as a worldbuilding element for visual worlds

Original artwork: Design drawing, Christopher Dresser, ca. 1883, based on earlier design, MET Open Access Project, Copyright free artwork
Hermenaria presents a case study of how a local and niche pattern may become an element of worldbuilding for visual worlds in digital spaces.
Fictional universes often distinguish from one to another by their background development or lore. It is more about a backstory rather than a character story, a world in a which a character lives. Many of background elements stay in shadows and partly appear like legends, beliefs, cuisine, local economic relationships or symbols. However, the more there is a context and an inner logic of their interaction, the more a fictional universe becomes reliable and complex.
Details and links create more profound and interactive stories no matter a form of a story. From legends to video games, a niche, thoughtful and context elements offer sofistication, style and aesthetics.
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Role of pattern: Hermenaria project highlights patterns as a provider for worldbuilding background
Pattern use: Clothing and items details of fictional characters; symbolic images for realms, their history, art and culture; fictional architecture and design
Industry use: Video games, virtual reality spaces, interactive education, digital art market of patterns and elements
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Hermenaria presents a use of a pattern as a digital art in its visual fiction Brunaria Path:
The original artwork with a pattern: Design drawing, Christopher Dresser, ca. 1883, based on earlier design, MET Open Access Project, Copyright free artwork :

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Workflow of digital art made by Hermenaria in order to transform this pattern in an artefact of the fictional universe of Brunaria Path:
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Making of stop motion animation by creating frame to frame images:
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Final digital artwork : artefact Psyware filter from fictional universe of Brunaria Path visual novel
Animation Turn on and off psyware filter

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