
The goal of this photo essay was to explore control input in video games and our interaction with them on a base level. The photo collection can be found on my Flickr page here.

The purpose of the Portrait Project was to use visual cues to challenge our assumptions of our photo's subjects. In this case, we were assigned to step out of our comfort zone and photograph (in my case) one individual we did not personally know, and another that we do personally know a certain number of times.
These "bendy" lines greatly contrast with the very straight lines of the rest of the photo. The windows and building itself lead off of the picture. That, combined with the use of nearby buildings, help define the frame. To me, it helped construct the feeling of very square, straight architecture around the viewer, yet the light from the sun (what little there was that day), found the details in each bend of the window.
When dealing with the framing, I was careful to ensure that the lines of the building were leading in the directions I intended. Though the building was leading off the picture, a series of vertical lines were sort of "intertwining" the rest of the picture. I felt that the use of these lines would help lead a viewer's eyes around the photo.
This photo didn't take too much editing at all. There were a few touch-ups to ensure the levels and contrast settings were correctly showing the scene as I saw it when I took the photo to begin with. Aside from that, little cropping or editing was needed.

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