The Design Context book's categories need to be defined by the briefs and how they tie in with the chapters. The objectives need to be reviewed and addressed accordingly to make sure I stay on track with what I proposed.
Eureka! brief needs to be cut down considerably due to the nature of content driving the brief. Instead of doing 10 covers with the DPS in tow, it was discussed that it would be far more productive and worthwhile to do 5 cover illustrations well, inclusive of the double page spreads being designed.
This would ensure the final outcome would be professional and professional looking.
Keeping in context of categorisation and whatnot, I should make the stories fit with a theme for the overall publication. Eg military technology or life sciences, etc.
The Ruddy Pixel brief has now replaced the Tomb Raider brief because I thought that the press kit/limited edition release would not fit with my SOI and thus hinder my progress. Lorenzo thought the idea was nocel, including the various elements that compose the newspaper/mag which makes it stand out from other conventional video game journalism.
What/who/behaviour - defining the gamer and how the gamer is viewed in contemporary society. A good idea that Rob gave me was to have a page 3 'girl' in the form of a character, game or gamer/designer featured.
The E4 brief was fine, just need to start it properly, which I will be doing when I get in later....
BotB is good, just need to review what the client wants and define my deliverables.
SO, Eureka! editorial can be skimmed down to 5 stories, focus on content of the theme/category in context. 2/3 spreads a story. Probably start with 2.