Orienting to Visual Foundations: the eye, the medium, and the practice
Learning objectives
- Learner can articulate why color and form must be studied both objectively (physics) and subjectively (perception) rather than by either alone
- Learner can explain why direct experience must precede naming/theory and why color memory is unreliable
- Learner can frame a creative-coding visual practice as art-through-software built by deliberate, scaled-up repetitive exercises
Capstone — one whole task that evidences the objectives
Write a one-page studio manifesto and a first sketchbook page for your visual practice: state your working method (practice-before-theory, step-by-step exercises), justify why you will keep a color/reference notebook instead of trusting memory, and sketch on paper the first tiny generative artwork you intend to code before writing any code.
Before you write a single line of Hydra or shader code for a live set, you need a working stance: what is this practice, how do you get better at it, and what do you trust your eyes with? This module builds toward exactly that — a one-page studio manifesto plus a first sketchbook page, the founding documents of a visual live-coding practice where the projector is your canvas and student-written software is the medium.
The arc starts with orientation reading, not making. First, take on the double lens: color and form obey physical law and land differently in every nervous system, so a practice built on either physics or vibes alone will fail (the subjective/objective split). Then absorb the two pedagogical commitments that shape everything downstream: experiencing effects before naming them, and progressive step-by-step exercises where each problem prepares the next. The demonstration that fifty people recall fifty different reds gives you the concrete, personal justification for a reference notebook — you will test this on yourself. Finally, the medium framing (art is the objective, code the oil paint) and the musician’s-scales analogy give you the language to describe how you will actually improve: many small, repeated, error-tolerant exercises rather than one heroic project. The sketch-before-code principle then guides the capstone’s last move — planning your first tiny generative piece on paper.
Each required atom gates a specific clause of the manifesto or the sketchbook page; you cannot justify the notebook, the method, or the sketch honestly without them. The supporting atoms enrich: abstraction’s permission structure, what computational fluency the field assumes, and the weekly looking-outwards habit that will feed your reference library for years.
Atoms in this module
Required — these gate the capstone
Supporting — enrichment, not gating
Part of curricula
- Live Visualist — zero to performing live-coded & generative visuals — See & sketch — training the eye and the first lines of code required
- Shader Artist — real-time GPU craft to a demoscene-grade visual — The fragment shader as a per-pixel instrument recommended
- VJ — visual performance with projection, light & video — See, source & mix: your first clip set required
Unlocks — modules that require this one