Graphic Design and Animation Graduates 2012

Online portfolio and print on demand catalogs for Graphic Design and Animation graduates from the Department of Design 2012. On this page you will find our conference presentations, and by hovering over the menu groups on the left you can read contextual documents. You are welcome to attend our Grad Show, opening on 29 November 2012 at 6pm, and daily from 30 November to 6 December 9.30am – 4pm.

Shaun Sims

 

My project is based upon my passion for the gaming community with the intent of using my graphic design skills to brand and create an identity for the gaming industry. Originally a videogame was the chosen output, however complications arose and the second nomination came to fruition; a game modification in which the user could attend a virtual gallery; in which graphic design captivated the essence of the video game industry. The purpose of my project is to create an identity focused on the history of video-games. The design style is minimalist and consists of 3 colours, this keeps the work uniform much like the way the work is designed, as there are set rules I have chosen to go by during the design process.

  • No Curves
  • Three colours (light cream, dark grey & colour highlight)
  • Set colour highlight per decade

The thought process consisted of creating imagery that evoked nostalgia as well as imagery that was visually clever; and played with back and foreground as well as the use of negative space as these elements are a crucial part with working with minimal colours. Not only did I want people to remember these selected video games but I want them to remember their experiences they have had with them. I want to evoke a vivid sense of nostalgia for the user to draw on whilst accessing the gallery, this is why bright & bold colours were chosen, to distinctly make sure the user remembers. I wanted to create something not only for video-game enthusiasts to enjoy but for all to enjoy. For this reason I chose to make my work accessable online as well as retaining a physical copy. That is why I chose to build a Mame cabinet (essentially a classic arcade machine) which would house the virtual gallery, so that not just users online could access the virtual gallery but it was available to anyone.

Cabinet renders.

Originally I had been trying to emulate as much realism as I could in the virtual gallery, until I identified one of the key aspects of what video-games symbolise, they are the exact opposite. They are a means to escape reality and to do the impossible. So a more abstract and minimalistic approach was taken. Exhibition design and virtual space have been key aspects in the thought process as to how to design the virtual gallery whether it was to be a linear path in which one followed or merely an array of rooms and hallways the user can wander through. A combination of these two is what was decided on as it allowed for the user to ultimately make his own decisions but also be guided if they choose to do so.

Gallery screenshots.

The original design approach with this project was following a minimalist and stencil style, where things were very basic yet they were recognizable either as a memorable icon that the user had encountered once before or that they could later on remember for being so blunt; this was initially illustrated this with a series of posters, which have continued to evolve. The process involved identifying singular key objects or turning points in individual video-games and highlighting and recreating those to be as identifiable and nostalgic as possible as this is the primary context; nostalgia, to evoke forgotten emotions and memories the users have experienced with their past engagements in video-games.

Poster designs.

With the original poster series I had been focusing on singular objects that defined or changed the chosen games. Pushing this Idea I started focussing on the gameplay elements themselves; the protagonist’s, the multiple choices, the play-style. The experimentation of negative space is something that has been directly influenced by Olly Moss as his use of negative spaces is ingenious. Other graphic designers I’m looking at are Gian Calvi & Spacesick, specifically their works mimicking the art style of penguin book covers, aside from graphic designers, penguin book covers themselves are a great source of design choices when looking at their limited colour palettes, patterns, symbolism and consistency.

Research.

Colour Palette.

Colours are essential to the design process as I use a very limited colour palette on each work. They were originally chosen for having direct correlation with the video-game they represented, however now to keep things consistent they’re is a selected colour for each generation of video games. Also to symbolise the ever growing community the decades progressively get more vibrant this is achieved by starting the 70’s with a washed out colour pallete, this also represents the graphical comparison between video-game origins to where we are now.

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About shaunsims

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This entry was posted on August 12, 2012 by in Uncategorized.
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