These are projects (with sketches) I started to revamp before calling it quits on them (for now).
Abduct Display Typeface
Abduct is a typeface based on my alien project. It was going to be displayed in a book with illustration. The illustrations being based off of popular alien abduction cases and the stories that surround them. I put the project on hiatus because the illustrations were not coming out how I envisioned.
Original & Sketches:
8 For 8 International Women’s Day Project
This project just did not work in terms of color production, layout. I tried to revamp into women in tech, something really important to me, but did not work in this layout. Not sure I will ever revisit this project.
Sector Four is a fake book telling the story of a cyborg who escapes the big city. I designed the book cover for it in Graphic Design I and has always been one of my favorite projects. I used references from propaganda posters and art deco to create the original book cover:
I think the cover went through about 5 different versions before I finally told myself to STOP changing it. It went through an entire art deco phase as well (gold foil and everything). The first comp below of the woman was going to be a cut-out version of the cover. It did not work and look appropriate though.
The project took a darker turn for the final because I felt it needed that. Originally, I loved the use of main colors to draw attention but I thought it could probably turn in a new direction that portrayed the tone of the story. I brought in art deco by looking at art deco architecture from houses to skyscrapers and used it to create balance between the background and the foreground. I worried too much about the middle-ground and type at first, so I grabbed it by the horns, threw out a middle-ground and simplified the type to not battle the imagery.
Female Superheroes is a motion graphics piece based on a TED Talk by Christopher Bell. While it may not look like much, it packs a punch (pun intended). It uses DUIK, a character rigging plugin for after effects, that allowed me to control a character in the scene. In this case, it tells the story of a girl who is underestimated but makes a comeback.
Originally, PCU was an information app on how to build a PC. It walks the user through the pieces of each part of a computer. It went through several different concept designs: Website, VR, & application. However, the website was too large scale as a rework (it would have been a rework of NEWEGG.com).
VR Version: The VR version was canned after critique for not making much sense being VR and being too wordy. The concept was supposed to be a simple, cool learning experience in VR for building a computer, not something someone follows intensively. It was made for Google Cardboard, nothing intensive (I’m actually really sad I canned this). While I know it was wordy, there were things I could have expanded on had I not canned it. I made it in Unity using Google Cardboard dynamics with the concepts drawn up in Photoshop. Here are the concepts from PS (the Unity version looks almost identical, save a few stroke lines that I needed to work out). I don’t have a MAC laptop needed to export to my iphone. I think if I had continued this and fixed the wordiness, etc, it would have came out really well but I was too unsure at that point to continue.
I had to pull out all stops from my interactive coding class as well as learn Unity to create this. The icons and background move slowly/rotate, while the reticle reacts to the viewers gaze (as the screen says).
I pulled the concept/visuals from the VR app and brought the piece back to being a learning application. I don’t think this project was as successful as I was hoping but it worked out.
My type specimen book on Kepler Std definitely was not one of my favorite projects. I had a hard time with it because I kept trying to be structured. The original lacks originality and spontaneity (something I really wanted my type specimen to have but clearly lacked). It focuses on the types of succulents there are and has a decent ABC layout.
For the updated version of the book, I wanted it to REALLY show the beauty of a typeface vs the succulent form. I also wanted to bring in different paper mediums for this project and vellum seemed really appropriate. While I did have sketches for this project, a lot of it was just working out the details in the program. I had to match pages with the previous page in order to make sure the transparency of the vellum worked.
Looking at it now, there are a lot of things I wish I had time to add (little features and such) from my sketches, that would have worked really well with the vellum.
Set of spreads from first trial & error:
Second round of added spreads (trial & error):
Third Round (new typeface)
There are more pages based on previous spreads throughout the book.
For my Ward Bennett project, I wanted to push the museum opening by including a wide array of promotional materials. Initially, there was just a trifold brochure and a poster, both of which are almost swiss style and very minimal (like Ward Bennett) in nature. Creating something handheld that didn’t take up much space seemed to match Bennett more than creating flashy promotional ads. Creating the set was a journey.
To refresh my memory on Bennett’s work, I read a few articles and watched an interview with the man himself, who passed away a few years ago.
The sketches above are plotting out the materials and figuring out how I want this to work. It also came at a time where I was contemplating if I could go away from the original brochure without it being too different.
Almost every image used in this project is from either Geiger or Herman Miller, which allow for noncommercial use. The photography featured in the catalog is from Pinup Magazine, and also of a family friend’s apartment, Reva Ostrow (this is how I learned of Ward’s work). The process work above shows the beginning layouts for the shorthand catalog for the exhibit. The first comp (bottom left) had no elements bringing it back to the brochure or poster and had a line that didn’t really work anywhere. It slowly evolved into the the top left. I also had to resize the brochure from 8.5″x11″ to something smaller (7×3.25″ when folded).
In these comps, you can see the subtle differences from the final. Left align vs right align, an opposing angle title and problems with kerning. Also, the image on the sleeve was difficult to handle. It was a large image but the image quality was iffy sometimes. I REALLY liked this image out of all of Ward’s images and thought it was perfect for the sleeve so I worked around it and resized to a smaller size so that the quality was maintained.
I had to redo captions from the Brochure and poster to match captions in the catalog, sleeve, etc. The ticket, in the style of Cooper Hewitt’s tickets, features Ward Bennett’s first apartment, The Dakota Room.
Top Left: First concept planning of the brochure placement.
Top Right: First set of comps to change. Wrong alignments, wrong angles.
This week is more focused on a WP for a client. This client has a very distinct brand and a really amazing design team in France. The WP hasn’t been released yet so it is a little difficult to showcase. I can show the thumbnails so far.
They sent over their style guide and a previous WP that follows the brand from their current design team but they need a faster version. THese are the preliminaries I made: