Thursday, 22 March 2012

CODE MAG: Cover Progress


Getting much closer to finalised cover designs, really thinking they work perfectly as a set/series, will just have to test out the tracing paper idea to see how that works. I think I will probably be going with the closer kerned text, as I want people to be able to see the image behind the text without getting too distracted/obstructed by the type.

Picnic Book

Jack Teagle

Monocle Magazine

Now Then Magazine




Found this magazine after trawling for some cool publications, and this one hits the nail on the head in several places. The content is a mixture of light science, culture, designers, illustrators, art, local news and general affairs. The amount of illustrators that have gained positive exposure through the Sheffield based magazine is evident throughout the site and from comments. Surely a good place to try get into by the end of the year, when I get a chance to spend more time developing my own style and get some awesome coverage! 



Wednesday, 21 March 2012

CODE Cover Issues



I think I'm getting much closer in terms of resolved covers for the magazine, the use of vivid colours is to draw the reader to the magazine as well as contributing to the aesthetic impact/underlying concept. Bringing the content to life with the palette and writing style goes hand in hand, I believe.

Papergrrl Development


Some mock ups for the Papergirl Leeds exhibition

CODE LARP CONTENT

SO after a lengthy chat with Lorraine to get to know what I am letting myself in for and terminology I can summarise this:

Generally speaking, there are two types of LARPing, these are divided into High Fantasy which deals with the Tolkien/full on immersion fantasy and the Low Fantasy which basically makes magic more mystic and wyrd as opposed to the norm. Decor, or costume is totally subjective to the faction/individual.

TERMINOLOGY


There is a massive list of this so this is what I have so far:

  • OSP - Occupational Skill Points, these are gathered playing the game and are similar to console players attaining skill points.
  • IC - In Character, this is often used to differentiate between speech engaged in either OOC or IC.
  • OOC - Out Of Character, term used to ascribe to non gaming speech/action.
  • OS - Occupational Skill, this is the attributes that have been gathered on the field of play. They often take the format of ski
  • CS - Character Skills, these are what come with your character and general OSP.
  • PHYSI REP - Physical Representation, this varies within systems, but generally accepted as being in context with your own OSP and the environment/realm/world.
  • HPC - Hits Per Location, AKA hit points, similar to a health bar. Localised according to damage sustained within the arms/legs/torso/head.
  • Froffing - OOC banter "hey did you see X kill Z last match? That was insane!" can lead to information being used against other players due to the nature of the game.
  • LAMMY - One who has a laminate that is ordained with a special effect/spell or power that can be redeemed during play. Can only be used if ok'd by the ref.
  • LAMMY MUNCHKIN - Lammy hoarders, can be selfish or sorted. Depends on the tone of voice used in speech.
  • PGT's - Power Gaming Twats, these are the one's who go to games to acquire more stat points to increase their OSP, similar to rushers in console gaming. Can either be benevolent of malevolent depending on the individual.
  • FOIP - Find Out In Play, term/phrase used for n00bs who can find out their query by playing more, or done because other players cannot be arsed describing a term/lore to someone else.
  • Metagaming - this is comparable to froffing, gathering info OOC in order use in game against a faction or individual/group.
  • NPC's - Non Playable Characters, these tend to be high ranking officials such as kings, elementals/ancestors/gods. Depends on faction alignment.
  • DPC - Directed Player Characters tend to be the ones who give our plots to people, act as messengers and work OOC and IC logistics. Make sure everything runs smoothly.


There are varied systems that operate within the complex game structure and each system is different depending on the size of the game/game world.
The average/estimated sizes of the groups in attendance at each event respectively is 10/25 for a small group and between 1,000/2,000 at the larger mainlines.
A mainline is one of the main events that unite the broken factions throughout the UK.
One of the mainlines as such is an organisation called 'Lorien Trust', which has a set of rules, regulations and referees to ensure that gameplay flows according to the rulebook.
There are a whole host of guilds and factions that divide the land of Erdreja, these include:

GUILDS



  • Mages - these deal with the magic side of things, mainly those interested in casting ritual spells or effects that take place in game, also under the umbrella of "power guilds".*
  • Incanters - this guild take care of enchantments and rely on faith based magic users.*
  • Healers - these are associated with priests and focus on the channelling of life energy to heal others and themselves.*
  • Scouts - these are the swift, often stealthy characters that rely on their knowledge of the forest, tracking ability and fancy footwork.
  • Alchemists - potions and poisons, the art of using ingredients to make the latter.
  • Armourers - smithies who rely on their extensive knowledge of the forge to create armor and weapons that can be traded IC and OOC.
  • Bards - These are split into 3 different categories, harpers (lore), scribes (scholars) and entertainers.
  • Militia - This covers melee training and the general combat side of the guilds.
  • Archers - Projectiles and arrows.

FACTIONS


  • DRAGONS/CELTICS
  • BEARS/SCOTTISH
  • JACKALS/GREECE/N.AFRICA
  • TARANTULAS/ELVES/FANTASY
  • UNICORNS/TRADERS
  • LIONS/ARTHURIAN
  • HEARTS/STAGS/ENGLAND
  • VIPERS/TUTONIA/GERMANIC
Each faction has their own religions, although gods are not referenced, instead they are reffered to as Ancestors, as they do not wish to directly offend IC or OOC. This is because the festival caters for the Lowest Common Denominator.


ANYWAY, moving onto the actual LARP group I will be studying myself.

Fools and Heroes.

There is a system similar to the one described previously, although I will not go into great depth describing it all as it would take hours. I will however, discuss races/religion as the system is interesting and captivating at best.


Open publication - Free publishing

Now all that is left is to have a word with the people involved and construct some questions that would appeal to gamers and non gamers. And of course get some interesting photos for the publication.

Format and Finishes



Just thought I would catch up with some much needed print knowledge, especially since my SOI declared that I knew alot about the subject and intended to produce work integrated with some interesting finishes.
The book was a great source for some of my briefs and sped up development of the CODE brief significantly. The rest of my annotation can be seen in the PDF.

Tuesday, 20 March 2012

OUTLINING DELIVERABLES...again

Mainly doing this to clarify the abundant turd flinging session currently inhabiting my own skull.
OK, so I need to clarify how this publication would be received, how many issues would run and think of how to expand/make it a piece of abstract, yet functional design.


PRODUCT 


The product is a magazine that offers and alternative to contemporary gaming journalism by using real people who are cynical, critical and judge games based on the rules of 'Yahtzee':
Context, Challenge and Gratification. None of this nonsense about graphics and blah blah blah. Judge a game by what matters and what can give an individual some unbiased info on the latest titles.
The magazine itself focuses rather hypocritically on game aesthetics in its visual content, that is to say, by sections that would appeal to the non gamer, since other magazines have done this already and has worked successfully. The beauty of games are highlighted yess, but out of a review context that often skews and subverts people to buying a game because it wooks pwetty.

IDEAS FOR IMPROVEMENT

- A pullout in the middle section that has postcard size prints from the Virtual Geographic feature which would be a unique and a running freebie that encourages the sale of the print version.*

- Make sure that each issue has a theme or a subject matter that is coherent and has articles that give the magazine some contextual grounding.

- The magazine could be a newspaper style publication that can be distributed easily. Although this could debase the visual content and give the publication a less important look/feel.

- An online presence in the form of a blog/website, where relevant articles, illustrators and general content associated with the magazine can be posted. A digital format of the magazine can be downloaded for a small fee, but the Virtual Geographic feature is unique to the print edition, helping to promote print based gaming magazines. This is opposed to finding/sourcing info on games on the almost limitless amount of sites that offers news and features.


RANGE


The range includes 12 editions of the magazine, because it would run monthly due to the nature of released games in a year, also allowing for backlog of in-jokes, articles and stories that are relevant to the target audience. So 12 covers which would all feature the game explored in the Virtual Geographic feature would be on the front cover, along with the issue's main stories covered in the header text.
The online presence/site would be part of the range, as well as the freebies available with the print edition.


DISTRIBUTION


This magazine would be picked up by members of a creative collective, a young person's institute (uni or college) gamers and those interested by the front cover and content.
So distribution ranges from purchasing it from a shop that is in proxy to said audience and the online presence that would accompany the publication.
For now, I have a rough idea, but nothing solid, so I will sort this out over the next few days.


PRODUCTION


The magazine itself is going to be either a full gloss cover/back, relatively light at 130/150gsm, with an ICO matte paper for the content or a fully light matte coated print. Full CMYK obviously.

Nerdology

OK. Going to outline exactly how the context publication will look/what it will contain, according to the mandatory requirements laid out in the studio brief.

Introduction


..to Nerdology; the word that defines a subculture that started with the resurgence of 'geek chic'. Being a nerd is an individual who engages with educational mediums with excitement, be it on a particular academic subject, or finding out who really shot first: Han or Greedo.
Nerds are shelved as isolated, socially inept beings who only go outside the house to buy the latest edition of New Scientist or to buy more xbox points, but in recent years the term is coined when a 'norm' observes said nerd engaging with an activity that is extra curricular or not attuned to their own social activities/engagements.

BASICALLY, the intro will be a definition of the term and how it applies to my practice. Essentially, nerdology encompasses every aspect of a designer/illustrator because a nerd is another word for a hoarder. Which is what the designer/illustrator does; hoarding information on a particular subject that defines a brief, or gathering a vast array of imagery that appeals/interests the individual and even down to the identity said individual brands themselves with.
The act of being a nerd is simply the designers profile; obsessive and seemingly all-knowing.


Rationale


I would probably lump this onto the same page of the introduction as they both primarily deal with this issue, since the rationale is defined by the content of the introduction.


Chapters/subsections


My initial idea was to break the context book down into relevant areas of interest which is reflected through my choice of briefs in context with the FMP. It also ties back in with the context publication (which at this point can be assumed will be taking form of a book due to the nature of my SOI).
Due to the vivid colours used in almost all my work, I will be keeping this theme running in the context book, with each section divided into coloured sections that have a splash page into the next section with a particularly inspiring or awesome quote.


SCIENCE


This section will cover the editorial/publication section of the context book, including illustrators and designers inclusively. The main focus of this section aims to define why science is so important in todays society with articles linked in from New Scientist, Eureka!, wired, the Guardian and other reliable sources. The section aims to demonstrate the importance of visual language in editorial design to help the reader understand often obtuse and obscure concepts, say for example explaining the importance of eukaryotes and how we share 11% or our DNA with this unique form of bacteria.


- Intro - Science is great and an important if not underrated and overlooked part of our society that relies heavily on ignorance and simplified concepts into a illustrated, digestable form. Here are articles from certain writers who confirm this and this should lead nicely into a section on adverts from the 1950s.

- Vis. Com. in the '50s - This is important as this era was a time when lots of new scientific discoveries were being disclosed to the public, who often found the new ideas confusing, so making adverts that adequately communicated the effectiveness of said new technology was detrimental to enlightening the unwashed masses. It looks at the designers who played a critical role in conforming to the aesthetic trends at the time and yet redefined them because of the role technology played in informing their work.

- Modern Information - This section covers the importance and relevance of the practice of visual communication in todays society. In particular, it looks at recent scientific journals/magazines that help eliminating ignorance and how certain individuals tackle complex briefs such as illustrating how fission works and how to work within set boundaries in context with a publication.


VIDEO GAMES


This section covers my main body of interest on all levels. (OH HO HO) In particular, I will cover all areas inclusive under this broad spectrum of design. My main interest and argument for the non-believers or n00b5, is looking in particular how video games are indeed works of art. Praising in game visuals is not restricted to the high end production values of new 'brown games' but a focus on celebrating the rise of indie publishers, kicking out sweet titles and sweeping the big boys under the table with innovative gameplay and visuals that would make Castle Crashers look like a Quentin Blake novel (in joke, apologies). With this in mind, the back of the book would have a glossary of terms for those less interested in the know-how of my mind, as well as being the pretentious nerd I try so hard not to be. The section would also look at illustrators that work in the biz, whilst exploring more textual based theory aspects of the genre, looking at the quickest changing industry in history and how it accompanies trends in reality, both in design and society.


- Intro - Video games as art, functioning aesthetic, escapism and entertainment through interactive story telling. What the chapter entails and what to expect. Why indie games are the saviour of the industry and allow for greater freedom and promotion than conventional medias.

- The art of gaming - This subsection explores in detail what sort of visuals make it into games, what influences artists/illustrators and how they are being implemented by some of the coolest people on the planet. Games such as Castle Crashers, mondo mondo, Chu Rocket and Shadow of the Colossus. Features on the illustrators/artists behind the games, what they do in their spare time and where they get inspiration from.

- Culture of Gaming - Defining the entertainment genre, why there are fanboys, who writes to sate the cynical masses and looking at designers who have gotten famous from their work on a culture that envies the success of films and hollywood. Interviews with designers/illustrators and why they love games, why they think they are important and a bit of a visual explosion on the subject with some juicy designs.


CARTOONS


I have out this section in because most if not all of my early inspiration comes from cartoons, since I was little I have always had a fascination with moving images and how drawings can come to life in such an invigorating and inspirational way. New cartoons have pushed away the once innocent images of my childhood which I thought were psychedelic enough, but the new age of animation has pushed even wackier and fantastical creations never thought possible. I could never do something as complex as animation myself, as I do not have the patience for it, but I have always appreciated the illustration, the process of creating backgrounds which often take way more time than the characters.

- Intro - Inspiration, why they are important, anecdotes and why they serve a purpose in todays media saturated screens.

- New Nostalgia - This part of the chapter looks at the comparison between both the old cartoon network/nickelodeon profile and how the shift in attitude and tone has redefined a generation. There will be interviews/Q+A from Pendleton Ward and others on how important it is keeping the genre going.

- Viewtiful Characters - This section covers the art/illustration of the cartoon worlds, and how all the elements contribute to a narrative and continuity not found in any other media say apart from video games. All that changes is the point of view and the level of empathy that the audience engages with.



I have purposely left out music since it is a personal interest that I do not think would translate well into the publication, since it would only have album artwork and poster design.
SO YEAH. This is the layout so far.







Friday, 16 March 2012

Code Mag: Progress


So I decided to run with my earlier idea to give each issue its own theme, so far the order is:

1. Quest (RPG, adventures)
2. Space
3. Ethics (games that offer a choice that effects alignment)
4. Desert
5. Future
6. Fright
7. Noire
8. Indie
9. Shoot
10. Epic (J-pop games, not the same as quest)
11.Drive
12. Jump (platformers)

I had to go with relatively short words since there is not that much space on the front cover ans I wanted to be able to sum up an issue in as short a way as possible.
I like the way that you can find out about all the content by the sort of type collage at the bottom of the cover. The logo was derived from tall dark and handsome webfont; Alegre sans for the top right informations bar. The cover designs are meant to be a nod to a game's Heads Up Display which normally gives relevant information concerning your statistics, health bar and inventory. But in this context it serves as a purely referential basis.


I dropped the Random Loot feature as I dont think it fully exploits the magazines concept and sort of detracts away from the overall intentions of the brief. So I replaced that feature with a cult gaming journalist, Ben Yahtzee Croshaw, better known for his Zero Punctuation series and articles on the webzine site, The Escapist Magazine. Yahtzee's unique critique on the genre makes him a perfect addition to the content. Renown for his sharp tongue, wit, pulling no punches and often downright anal approach to gaming makes him  a great read and his writing style compliments how one of my own friends, Toby writes his reviews for bands and albums. Just need to root out a few more issues concerning the content and the fluidity of how it is interpreted by the viewer,

Thursday, 15 March 2012

CRIT FEEDBACK

All in all relatively positive, with an overall feel of getting more done.


E4 Animations


- Possible website to find all animations for reference

- Clapper theme would apply to all proposed films and can be used for branding for the series



Heroes of Science


- Alter the layouts a bit so that the line breaks are coherent with the indentations

- Colours work well and translate accordingly

- Keep the symbols/title the same as they work fine


Code Magazine


- Content interesting and relevant to both gamer and non-gamer

- Swords and Sorcery EP iPad game could be subject for visuals

- Artistic take on games works well

- Sold in Magma stores?

- Also make sure I link in relevant articles about game themes covered in the mag.


Transparency


First image I have sourced from a book I got out at the library from Rockport: Innovative Promotions that Work by Lisa L. Cyr. Probably will hold onto this as it will come in handy for when I need to come up with more deliverables for briefs or ideas in general.
Ok back to the brief, I love the use of transparent paper to lure the audience into reading the contents/image. A sort of reveal element ties in with the overall brand guidelines/concept behind the magazine, where gaming is stripped back and viewed in a different way.

Magaziune

http://www.magspreads.net/2011/12/moc-magazine-of-cool.html

Schuss Magazine


Despite the content of the magazine, I thought that this served a s contemporary example of how to approach layout design, especially since I avoid it like the plague. The overview of type specs allows freedom within restrictions and would help greatly towards the DC publication.












Matrix for Events








This sort of simple format and layout seems like an ideal little piece that would greatly compliment my heroes of science brief whilst not overcomplicating the content/direction. It also means that the rigid format and structure of the content and colour go hand in hand with its overall effectiveness and how the imagery used supports the impact to the intended audience.








BRuNO Magazine












Good reference for how to use layout to my advantage and to easily envision what sort of grid/approach to use when dealing with content.









Wednesday, 14 March 2012

Eureka Initial Sketches


Some initial ideas of how I want the illustrations to take. Will most probably be vectoring them after I have loaded them up. Currently the categories are: neuroscience, animal psychology and early life/genetics. I believe them to evoke the most interest especially since I quizzed a few mates back home on the subjects and they seemed instantly impressed and interested in the topics.

Code Draft


Ok so I just got on with it an started designing to the current specifications and have managed to come up with an easily recognisable style, echoing Access and Shortlist in terms of using shapes and bold colours. Think it flows relatively well, although I will need to sort of the colour scheme and probably come up with some form of overall theme for each issue as at the moment it looks like a disorganised mess. If there was a theme I think it would tie it all together and allow for ease of information input.

CODE START


 Ok so here are my first drafts of how the magazine will flow and where things will go in general. I made some notes on how the publication's content would read and how to maintain the viewers interest throughout.

Tuesday, 13 March 2012

http://www.thelittlechimpsociety.com/tag/editorial/page/8/

CODE NEW


Ok so here are the designs I have changed since I did not like the initial idea i went with. Direct context came from my post on the book I looked at. Amazing how one tiny part of a project can inspire your entire brief. Anyway I much prefer the way the magazine looks as a whole, especially since the information has been contained and presented without taking up vast amounts of space and creating visual diarrhea when looking at contemporary gaming publications currently out there.
The images from VG are a mixed bunch and range from being high res to quite lo res, so I will have to find a way round this problem and try to make the imagery stronger and able to scale up if need be.

Poster Roast


Amy directed me to this incredicool website that helps to promote poster artists by holding events in the same vein as flatstock, where you can sell your prints on a stand or on their online store. The amount of exposure is awesome, with people like last years graduate Kate Prior being showcased amongst greats like Drew Millward and Luke Drozd. I think if I get into the music scene it would be a fantastic platform to get myself out there, but the level of professionalism is beyond me currently, until I get some positive footing in a style that is consistent and recognised.



They even have their fingers in gallery pies, with cafes and restaurants being used as permanent mini-galleries like The Black Heart in Camden.


Monday, 12 March 2012

COVERS


Some initial ideas concerning the front cover of the publication. They seemed a good idea at the time but I am not sure if they have the sort of look I want. I have used VG content as the front cover as I feel it sums up and represents the concept of the magazine very well and makes for a good conversation piece.
The format is as discussed and previewed on the insight magazine post, as I think it is small and versatile enough to carry whilst being capable of fitting enough content on the pages to be deemed content heavy enough.

Friday, 9 March 2012

Content: VG + RL


Thought I would make sure that I included PDFs more in my posts as it only takes 5mins to put together and enables me to post more without fear of overloading and making the blog look cluttered. I have decided that the main feature to support Code's concept would be Virtual Geographic, a name I have taken from the tumblr blog of the same name. Its a shame because I could have made a huge publication dedicated to the entire subject and think it could sell really well. Anyway, I have included some of the images I will be using for content of Code. I also trawled the internet for some tasteless/interesting tat and game related paraphernalia which would also feature in the magazine. ALthough looking at the Random Loot stuff, I am not sure if it is dumbing down the content of the magazine or if it is just putting something in for the sake of it. I will have to get some feedback from a few people to see how it is received. 

Juan Solon




















Although Juan's work and application of context spans through a whole range of subjects and themes, I think his style makes the most of a story and manages to communicate perfectly. I love his way of working and the professional look of his work. Lives in spain but his work is seen all over the globe.



Makeshift Magazine

http://www.magspreads.net/2012/03/makeshift-issue-02-mobility.html








"Makeshift is a quarterly print and online magazine about creativity in unlikely places, from the favelas of Rio to the alleys of Delhi. These are environments where resources may be scarce, but where ingenuity is used incessantly for survival, enterprise, and a self-expression. Makeshift believe in an industrial future fueled by networks of makers, from roadside engineers to co-working creatives.Makeshift are documenting a movement of hackers, sharers, and entrepreneurs innovating under resource constraints. Makeshift is about people, the things they make, and the context they make them in."

Really like the layout and the grid they have used to produce the spreads. The composition is something I will be using for inspiration when considering how to apply it to my own work, with the exception of using much more bold colours to bring my own work to life. It is something I strongly believe in and think makes something more engaging when using appropriate colour combinations to enhance overall impact. Especially when dealing with content heavy work.