Showing posts with label crit. Show all posts
Showing posts with label crit. Show all posts

Thursday, 13 October 2011

Tutorial with Fred

Actually went surprisingly well considering I thought I was a bit behind in terms of blogging, research and development, however this was not the case. 
We looked at the PDF's I had made regarding my progress on the briefs and overall the feedback was incredibly positive. 


Heroes of Science


My questions: 


- Do I need to worry about the deliverables changing as I progress?
- What else can I do with this brief?


Basically the visuals I had produced were a good start in terms of direction, as well as having a clear context both in deliverables and what I was looking into.
I didnt take into account what Fred said last week however, about having a larger scope on what I could produce and trying to be ambitious creatively, although this wasnt a direct criticism it did give me some inspiration in terms of where and what I could apply my work to.
He also mentioned that if it was going to go on an exhibition I should seriously consider the space that is available, such as wayfinding graphics to direct someone to each room that is assigned to each hero. Infographics on the individuals achievements, large scale images that could potentially dwarf someone in the room or even some form of projection. 
Thinking a bit more ambitiously and big. To dwarf the competition obviously.




Time Thief


My Questions:


- Could I rewrite the brief to suit my needs?
- Should I produce a range of possible outcomes?


I didnt actually have any visuals for Time Thief as it is currently on a backburner for the time being, but I was having problems coming up with something that was a little more abstract than what the brief had to offer.
Fred said that in order to get the most out of this brief then what I had to really do is challenge the aesthetics of the game entirely since the brief is no longer live I could have creative freedom.
For example trying to come from a designers point of view, instead of the brown/green/black realism the majority of games offer at the moment bring it back for the Graphic Designers instead of the Game Designers. Things like mosaic in a roman level or using only hand drawn sketchy looking graphics, with notes and research notes taking the forefront or just putting it down to a text input style game so the theme of the game is intact with a complete esoteric feel to it rather than the norm of game design. 




Games Aid


I kind of knew where I wanted to go with this brief so I didnt ask specific questions, instead I just opened a discussion so I could find out how I could take this further than what it was, without letting it spiral out of control.
Essentially all I have to do is develop a whole range of posters, t-shirt graphics and trying out a range of illustration techniques, even considering using sketchy/pen and pencil drawings to apply to the designs. This enables that I produce and develop enough to get a more concentrated range that will establish some portfolio worthy work. 
11/11/11 is the magic number so I should try attach the number to a series of designs I do. 
So as a conclusion, I need to design a whole load more posters and t shirt ideas to see what is going to work and what isnt. 




Manual of Unconventional Weaponry


Once again I just wanted to open a discussion on this brief so I could try get a better idea of what it is I want to get out of the brief.
Basically I had only started research on this brief as it will probably turn out to be a brief of significant magnitude if I dont take hold of the reins now. All we discussed is the content, not letting it consume me, and allowing time to categorise about 10 weapons in each section as well as visualise the double page spreads without the worry of production just yet as Fred did say this year is a 'Marathon not a race'. So emphasis on the design of the book as it will take up a considerable amount of time without the worry of production since it will take much more time than just designing it, so I could come back to it at a later date and make something that could be bookstore worthy.
Thinking of potential PoS in waterstones, or how the promotional material like a infographic/timeline of the weapons and how it would sit in a real world context.




As for the book brief, he was happy with what I was producing and with that, I need to finish it off!









Wednesday, 12 October 2011

So far....

Not very neat as I decided to do this last minute, as it would be easier trawling through a blog as most of my work is scattered at the moment... Figured it would be a much more accessible point of reference.

Open publication - Free publishing - More heroes


Heroes of Science

- A set of magazine covers as 5x A3 CMYK prints in context, 5x A2 Screenprints
- Imagery based upon the subject's specialism/invention
- Gaining knowledge of contemporary science

+ A set of prints that can be sold or transferred onto another medium like t shirts and be sold for my own personal profit
+ Screenprints to be proud of, and some illustration that I can put in my portfolio


Audience/Tone

18-45yr olds who read regularly about science, world events, current affairs. Papers like The Times, Guardian, Telegraph and magazines like New Scientist.
Mainly lower-higher middle class as well as lower upper class. Have a thing for new ideas and can be swayed by an image. Tongue in cheek, sarcasm, black humour and a blunt sort of tone would suit this audience best.



Games Aid

- A series of A2 posters 
- Promotional stickers, packaging, prints
- Press pack that is a PDF

+ Organisational skills that could lead into potential collaborations in both professional practice and industry
+ A delivery solution presented to a high standard
+ A print that will be seen, used and distributed by people all over the UK

Audience/Tone

14-30 yr old gamers, have a knowledge of contemporary games, as well as some knowledge on some of the older titles. They read magazines like PSM, OXM, Games Master and Nintendo Magazine as well as thriving in stores like Gamestation, GAME and CeX. Range of classes, as more or less anyone can afford a console in some form. Mainly appealing to the younger audience as they are more likely to be able to get time off to play on the appointed days. Tone should aim to be sarcastic, dry, with a form of humour best described as nerd humour.


Manual of Unconventional Weaponry

- Bound book in full CMYK
- A2/A1 Print of all weapons used in the book

+ A good looking publication with no real flaws. For once.
+ An installation of some kind
+ Paper toy gun

Audience/Tone

18-25yr old gamers, students and nerds, have an extensive knowledge of gaming history and have clear memories of playing some of the classic titles. They thrive on critic's opinions in gaming magazines and on websites like the escapist. The tone of voice should be relatively witty, formally structured but delivered with an air of pompous sarcasm.

Time Thief

- 5x Screenshots of game
- A2 print of cover
- Sleeve design
- Advertising in context

+ An esoteric interpretation of what a game is, stripping away traditional notions of gaming through a innovative smartphone game.

Audience/Tone

16-25yr old smartphone users. Have grown bored of resurgence of games that plague the nation, eg tower defense, catapult, puzzle etc. Have played games like Robotek HD, Plants vs Zombies, Geometry Wars and DeeC. Tone should be casual yet informed and funny like GLaDOS.



Friday, 7 October 2011

Crit

Yesterday gave me the chance to find out if my rationale, statement of intent and the briefs I had chosen had some connection to each other in terms of subject, clarity and had a focus. My first actual crit in over a year, I was nervous at first in terms of what to expect but it turned out it was not a session to show our work and discuss it at length but one to put our rationale, SoI and briefs out in front of the group to get some feedback.
In previous years I was always one for losing sight of what it is I wanted to do and not developing work early enough to provide some form of result, this turned itself on its head, as it was I who - as per - got too giddy and ended up rabbiting on into some work I had already been working on.
The crit as a whole went really well, I came across as clear, cohesive and had an obvious link between my briefs and my rationale which everyone else agreed that there was no problem concerning my choices. 
The one downside however was that the deliverables are not clear enough and I need to take an optimistic look at the options available. This was probably down to me trying to be logical about what I could/may/could not/may not get done with the time I have left, then again I should of already guessed that this year would be a focus on production and professional application that will be reflected in the range and distribution methods of the outcomes of my briefs. This is based upon the last 2 briefs of second year which focus was on product-range-distribution.
So to make my briefs even clearer I will answer:

What am I getting out of a brief?

What do I want to get out of it?


and...


Who is my audience, why do they need to know?

Heroes of Science

- A set of magazine covers as 5x A3 CMYK prints in context, 5x A2 Screenprints
- Imagery based upon the subject's specialism/invention
- Gaining knowledge of contemporary science

+ A set of prints that can be sold or transferred onto another medium like t shirts and be sold for my own personal profit
+ Screenprints to be proud of, and some illustration that I can put in my portfolio




Audience/Tone


18-45yr olds who read regularly about science, world events, current affairs. Papers like The Times, Guardian, Telegraph and magazines like New Scientist.
Mainly lower-higher middle class as well as lower upper class. Have a thing for new ideas and can be swayed by an image. Tongue in cheek, sarcasm, black humour and a blunt sort of tone would suit this audience best.



Games Aid

- A series of A2 posters 
- Promotional stickers, packaging, prints
- Press pack that is a PDF

+ Organisational skills that could lead into potential collaborations in both professional practice and industry
+ A delivery solution presented to a high standard
+ A print that will be seen, used and distributed by people all over the UK


Audience/Tone


14-30 yr old gamers, have a knowledge of contemporary games, as well as some knowledge on some of the older titles. They read magazines like PSM, OXM, Games Master and Nintendo Magazine as well as thriving in stores like Gamestation, GAME and CeX. Range of classes, as more or less anyone can afford a console in some form. Mainly appealing to the younger audience as they are more likely to be able to get time off to play on the appointed days. Tone should aim to be sarcastic, dry, with a form of humour best described as nerd humour.


Manual of Unconventional Weaponry

- Bound book in full CMYK
- A2/A1 Print of all weapons used in the book

+ A good looking publication with no real flaws. For once.
+ An installation of some kind
+ Paper toy gun


Audience/Tone


18-25yr old gamers, students and nerds, have an extensive knowledge of gaming history and have clear memories of playing some of the classic titles. They thrive on critic's opinions in gaming magazines and on websites like the escapist. The tone of voice should be relatively witty, formally structured but delivered with an air of pompous sarcasm.

Time Thief

- 5x Screenshots of game
- A2 print of cover
- Sleeve design
- Advertising in context

+ An esoteric interpretation of what a game is, stripping away traditional notions of gaming through a innovative smartphone game.


Audience/Tone


16-25yr old smartphone users. Have grown bored of resurgence of games that plague the nation, eg tower defense, catapult, puzzle etc. Have played games like Robotek HD, Plants vs Zombies, Geometry Wars and DeeC. Tone should be casual yet informed and funny like GLaDOS.





Monday, 26 September 2011

Design Strategy: Rationale and Statement of Intent

Rationale


"An investigation of image making, focussing on publishing and print" Was the initial statement I made on my selection of briefs and the potential basis for a design strategy into 3rd year. 
Having vested interests in illustration, publication, editorial, website design and promotional delivery I will be trying to include my external interests of videogames,  science, sci fi and socially driven media into a comprehensive portfolio of work evidenced by the work produced this year.
To do this I will need to evidence that I am capable of using the facilities available to demonstrate my abilities when using print-based media, as well as the utilisation of digital software.
Science, science fiction and video games have played a huge part in my life, so it only makes sense to investigate, elaborate and create design that is geared toward these subjects to give me footing into the respective industries.
I ideally want to do 2 regular briefs and 2 wefty briefs as it will allow me ample time to construct and get on with my dissertation which could cause problems if not organised or prepared for beforehand.
So I would say that the overarching statement for the year to come would be:
An investigation of sciences and videogames through experimental image-making, utilising different media with a focus on publication and print finishes.


Statement of Intent


I will be looking at how I can achieve a much more professional outcome when designing for print based solutions at a level I feel reflects my personal ambitions and keep trying to better myself with each project I embark on. 
For publication(s) I will be looking at book-binding/book making for reasons such as the book fair, being able to create - independently - a piece of work suitable to the content and format (restrictions) as in designing for publications, there is rarely one solution; for example a multitude of cover designs, promotional materials like stickers, coupons, links or business cards could be integrated into the format.


Alongside this I will be using image-making/illustration in my design as normal, but would like to keep my illustration that does not fit into a direct context within my professional work a separate portfolio/entity as an output into a separate part of the design industry that could aid  another possible route into a career or placement. Since I have started doing some band flyers/posters already I would like to carry this on after/during my remaining time on the course as it is something I greatly enjoy.


Editorial illustration/design has been a subject I have wanted to do since the image module. Taking form of a restricted exercise in visual communication and image making capabilities, it is also an easy way to get yourself noticed and in the public eye. My interests of editorial are extensive yet limited, potential mini-briefs or illustrations would be directed at: OXM, PS3M, FRONT, Loaded, G2, Gamesmaster and the Escapist.


The last focus/direction would be on design for web, something I touched upon in second year, I believe it to be detrimental to my work as I often get asked to do people's websites, but with complicated requests that I would need much greater assistance with. Flash and HTML5 embedding for media would aid me in creating a range of sites that demonstrates my capabilities as a young edgy designer, but lends that edge to a level of high standard professional design that could contribute to all projects. 


In summary my work will be based on my experiments with print and media based solutions, with the focus on editorial and publishing. On the other hand, my work will also be focused on, but not limited to, my experiences with web design and digital production, which will inform the process of selecting the right way to deliver the project.




Brief 1


Title: Positive Posters


A brief that emphasises the importance of an issue through an investigation of concept and research with a focus on image-making and high impact visuals.


Delivery: Portrait A1 300dpi CMYK poster, although potential for developing into publication.




Brief 2


Title: Heroes of Science


A brief that looks at how certain scientists have had a profound effect on modern society as well as how we communicate with each other.


Delivery: 5 Covers for publication, 1 full set of double page spreads for one scientist.


Brief 3


Title: National Science Foundation 


A focus on image-making and composition at its core, with an investigation of scientific endeavours and engineering prowess. 


Delivery: No real limitations; Photography, illustration, Informational posters/graphics, interactive games and videos.




Brief 4


Title: 25th Anniversary of Zelda


An investigation of image-making, format and delivery with a focus on promotional materials.


Delivery to be considered