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Old 10-19-2006, 11:51 AM   #11
Replaced_Texan
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Project Runway Spoiler

Quote:
Originally posted by Pretty Little Flower
SPOILER. (KIND OF. WELL NOT REALLY, BUT ERRING ON THE SIDE OF CAUTION.)







I'm not sure the criticisms were so bizarre. I assume the judges wanted the designers to "step it up" or whatever words they used because they wanted to see the range of the designers -- to see that the designers could push themselves to create something out of their comfort zone (which they each have) and yet still make it good. The comment about one designer stepping it up too much is just that this designer, in attempting to be a bit risky, overstepped the bounds of good taste. As they said, it's a fine line between daring and gaudy. As for cohesiveness, well, one aspect of the competition was to create a "collection." Otherwise it would have been called a "bunch of individual pieces." So cohesiveness factors into the judging equation. Finally, the comment that people would buy the clothes is not a throwaway comment. It was a great compliment, but obviously that cannot be enough. Otherwise the designer who sends models down the runways in jeans and white t-shirts wins. Sure, like any subjective judging, you are going to get some weird comments. But I thought the judges were pretty right on last night. I mean, hell, they agreed with me.



2 to all of this. It seemed to me that they're asking the designers to push themselves to their limits within the confines of the rules of the competition. That means that a designer should be able to express his or her own point of view consistently and with quality.

I would buy the clothes from two of the collections I saw last night. I wanted to love a third collection last night, but that designer seemed to have lost em's way, which is sad because em was very promising. I would desperately want to buy the clothes from the collection that won last night. It's not a question of what I like personally, it's a question of what is the best design within the confines of the rules of the game.

Again, this process seemed to resemble my brother's description of architecture school. They'd be given an assignment, they'd work on the design for a seemingly impossibly short period of time, and then a panel would review the presentation and rip it apart.
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