Color/Sound Synesthesia
Animation Assignment

"The game can be won only by losing."
— Surrealist Exquisite Corpse

Overview

This multi-week assignment explores the intersection of color and sound through playful experimentation and collaborative constraints inspired by Surrealist games, Fluxus scores, and early abstract animation. Working with another person's audio forces you into unexpected territory—much like Surrealist exquisite corpse drawings or Fluxus event scores that prioritize chance, collaboration, and relinquishing control. You will create an abstract animation that makes sound visible through color, treating both as raw materials for perceptual play rather than vehicles for narrative or representation.

Conceptual Framework: Playful Constraints & Collaborative Chance

This assignment draws from experimental art movements that used games, scores, and collaborative constraints to generate unexpected work:

01

Audio Creation & Upload

AUDIO FILE

Create an original sound composition and contribute it to the class collaborative sound library. This audio becomes part of a shared pool that all students will draw from.

  • Duration: 30-90 seconds
  • Format: .wav or .mp3
  • Content: Field recordings, musical fragments, synthesized sounds, vocal experiments, found sound, noise, silence punctuated by sound—anything goes
  • Naming: LastName_FirstName_Audio.wav
  • Upload to designated class Google Drive folder
CRITICAL RULE:

Once uploaded, you MAY NOT use your own audio in your final animation. You must work with sound created by your classmates.

Purpose: This creates a collaborative sound library where you must work with unfamiliar audio, forcing you to listen differently and respond to sonic material you didn't create—much like how Cruz-Diez's installation forces viewers to experience color in unfamiliar, destabilizing ways.

02

Audio Selection & R&D Document

R&D DOCUMENT

Select audio from the class library and complete your Research & Development documentation, articulating your conceptual approach and formal strategies.

  • Listen through the entire class audio library
  • Select one piece of audio (or multiple to remix/layer) that you did NOT create
  • Consider: What does this sound suggest? What does it resist? What colors does it evoke?
  • Complete the Animation R&D Document
CRITICAL FOR QUESTION #6:

In the R&D document, Question #6 should specifically address: Why did you choose this piece of audio? What are your intentions for working with it? How will you apply it to the overall animation?

Think about: What qualities does the sound have? What does it make you feel or see? How might you translate its texture, rhythm, density, or emotional quality into color and form?

Purpose: The R&D document helps you articulate your conceptual framework before diving into production. By explaining your audio choice and intentions, you're building a clear roadmap for your creative process—making the invisible (sound) visible (color) through deliberate formal strategies.

03

Animatic / Storyboard

ANIMATIC OR STORYBOARD

Map the structure of your animation by creating an animatic or storyboard that shows how color will transform in response to sound over time. Treat this as a visual score—a set of instructions for how perception will unfold.

  • Use your selected audio from the class library
  • Show how color will shift, pulse, layer, or transform in response to sound
  • Indicate timing of major transitions and perceptual events
  • Consider: What happens during silence? During chaos? At transitions?

Format Options

  • Traditional storyboard: Hand-drawn or digital frames with time codes
  • Animatic: Rough animated sequence with audio
  • Timeline/score: Visual showing color and sound relationship over time (like a Fluxus score)

Conceptual Focus: Think about creating a "situation" or "event" rather than a story. Your animation should prioritize perceptual experience, synesthetic translation, and formal play over narrative or representation.

04-05

Final Animation Production

COMPLETED ANIMATION

Create your final animation—a perceptual experiment that makes sound visible through color, treating both as active materials of perception rather than representation.

EXPANDED ANIMATION ENCOURAGED:

You are strongly encouraged to let your animation escape the confines of the screen! Consider:

  • Projecting onto surfaces, objects, or bodies
  • Displaying across multiple devices simultaneously
  • Embedding your animation in sculptures or installations
  • Using the internet as a canvas (web-based, AR, social media interventions)
  • Site-specific projections in unconventional spaces

If you choose this expanded route: Submit documentation (photos/video) of your animated interventions in space alongside or instead of a traditional video file.

Technical Parameters (for screen-based work)

  • Duration: 30-90 seconds
  • Resolution: 1920x1080 minimum (or appropriate for your chosen display method)
  • Format: .mp4 or .mov
  • Software: Your choice (After Effects, Blender, Premiere, Processing, TouchDesigner, hand-drawn/scanned, etc.)

Documentation Requirements (for expanded animation)

  • Format: Video documentation (2-5 minutes) OR photo series (10-20 images)
  • Content: Show the work in situ, capture viewer interaction if applicable, document the spatial/physical relationship
  • Include: Brief written statement (200-300 words) explaining your spatial/conceptual strategy
  • Visual Approach: Abstract to non-objective ONLY—see definitions below for specific guidelines
  • Color Strategy: Explore transitions that create perceptual intensity, layering that produces new colors, pulsing, saturation, vibration
  • Audio Integration: Sound and color must be intrinsically connected—make us SEE the sound through color
  • Perceptual Focus: Explore afterimage effects, temporal color experiences, unstable perception, synesthetic translation
  • Experimentation: Take risks with display methods, spatial strategies, or formal approaches
"Constraints don't limit creativity—they reveal it. The assignment's rules—using someone else's audio, working abstractly—are invitations to discover what happens when you give up control."

Key Definitions

Abstraction

Abstract art simplifies, distorts, or reduces recognizable subjects from the visible world. Objects, figures, or forms may be discernible but are transformed beyond specific identification—you might sense the presence of a body, a landscape, or an object, but it's fragmented, reconfigured, or reduced to essential gestures and relationships.

Think: Picasso's treatment of the human body—you can recognize it as a figure, but not as a specific person. The body becomes a collection of shapes, planes, and relationships rather than a portrait. Similarly, Kandinsky's landscapes dissolve into color fields while retaining suggestions of spatial depth and horizon.

For this project: If you choose abstraction, forms may be discernible (something round might suggest a sun, something vertical might suggest a figure) but never specific or identifiable. The emphasis is on formal relationships—shape, color, gesture, rhythm—rather than representation of particular things.

Non-Objective

Non-objective art has no reference to the visible world whatsoever. It deals purely with formal elements: color, shape, line, texture, composition, movement, rhythm. There is no subject being abstracted—the work exists entirely on its own terms as an exploration of visual perception and relationships.

Think: Rothko's color fields, Mondrian's grids, or the purely chromatic experiments of color field painters. The work is about the experience of seeing itself—how colors interact, how forms relate, how perception unfolds over time.

For this project: Non-objective work is purely perceptual and formal—color and form exist as phenomena to be experienced, not as representations of anything external. Your animation becomes a temporal score of color, rhythm, and visual relationships.

Why No Realism?

Realism anchors us in narrative, recognition, and representation—it asks us to identify what we're seeing. This assignment asks you to prioritize sensation over recognition, to make work that "acts on the human being with the same intensity as cold, heat, and sound."

By restricting your visual vocabulary to abstraction and non-objectivity, you're forced to think about color and time as your primary expressive materials—just as Cruz-Diez did.

Synesthesia

Synesthesia is a neurological phenomenon where stimulation of one sense involuntarily triggers another—hearing colors, seeing sounds, tasting shapes. While most people don't experience synesthesia, this assignment asks you to construct it artificially: to build a system where sound generates color, where audio becomes chromatically visible.

Evaluation Criteria

30%

Conceptual Rigor

  • Understanding of perceptual experience over representation
  • Thoughtful response to Cruz-Diez's work
  • Clear connection between color choices and sonic properties
  • Engagement with synesthetic principles
30%

Formal Execution

  • Sophisticated use of color relationships and transitions
  • Compelling integration of audio and visual elements
  • Technical proficiency appropriate to chosen tools
  • Attention to saturation, timing, and perceptual effects
20%

Experimental Ambition

  • Takes risks with unfamiliar audio
  • Explores perceptual phenomena (afterimages, vibration, overload)
  • Pushes beyond literal or illustrative approaches
  • Demonstrates creative problem-solving
20%

Process & Development

  • Completion of all weekly deliverables
  • Evidence of refinement from animatic to final work
  • Engagement with feedback and iteration
  • Documentation of creative process

Inspiration & Questions to Consider

Think about:

Artists & Movements to Explore:

Oskar Fischinger Norman McLaren Mary Ellen Bute Len Lye Jordan Belson Stan Brakhage Yoko Ono (Fluxus Scores) George Brecht Surrealist Exquisite Corpse John Cage Ryoji Ikeda Carsten Nicolai
"The best Fluxus composition is a strongly simple one, which allows a single event, object, or document to be experienced freshly in a non-symbolic, non-representational way." — George Maciunas