Showing posts with label learning. Show all posts
Showing posts with label learning. Show all posts

Sunday, March 19, 2023

Beginning and End

        An element  of graphic design that has caught my eye would have to be a certain comparison.  Mainly, when you compare the beginning ok skill and technology,  to the end. While it's easy to look at the wider range of design throughout the ages, I feel it's important to acknowledge design changes across small amounts of time. How small am I talking about? Well, as always, let's look  ahead.

      So, as we know, the artist can improve over time. So long as they keep learning, and practicing what they do, you will see a massive change in skill. This might be seen as a change in one's art style, or an increase of content. Granted, this isn't to say skills will always improve. That's always going the be up to opinion, or could have a third-party involved like injury. Still, it is something to keep an eye on throughout an artist's life.

      What I really want is to focus on however, is how one can use a specific tool. For this discussion, let's turn our attention to the Gameboy.

Image courtesy of Wikipedia. 


       In the early days of the Gameboy, the games were pretty simple to understand. Games like Tetris were easy to program in, meanwhile games like Super Mario Land were essentially heavy demakes of games like Super Mario Bros. However, as the technology of the Gameboy began to be mastered, and well-learned, things improved. We had games like Pokemon Red and Blue, which featured multiple, collectable characters with their own stats We also had the Wario Land trilogy, based off of the original Mario land, but with a new set of mechanics, better sprites, and refined controls.

    So all in all, I would say it's fun to watch styles from beginning to end. See how one can change, and improve, whilst working with what they have. It can, in turn, inspire others to follow suit, and learn more about design. With all of that being said, thank you for reading, and stay tuned!

 

Friday, May 22, 2020

Public Figures

         So, this should go without saying, but don't be a jerk. I know that's generalizing things, but my point is, your image matters. Sure, you might not care what people think about you, but you'd be surprised at how much this affects. Namely, when you're in public, and representing a brand. If by chance you're a person who acts rude, then the brand can let you go. That ladies and gentlemen, is my topic for this week.

          Now, I understand that not every complaint to someone's character is valid. In fact, it's easy for most people to tell which are valid, and which aren't. My point is, even if you're a freelancer, the design business wants to make sure they aren't hiring someone rude or lazy. You have to keep up an image of yourself that tells clients 'yes, I can do the job!' Honestly, this isn't that hard to do, or at least it shouldn't be.

           Now that being said, I think there are public figures who are to important to a brand. The ones where, no matter how much they screw up, have put way too much in the business. One example is Shigeru Miyamoto of Nintendo. Not only has the man created two of the company's most famous franchises, but he's also been the one taking charge of new ideas, and trying out new features. That being said, there's a lot of fair critique against him. Namely, he's had a habit of butting into games in development, and just interfering when not needed. That being said though, he's already put too much time and energy to leave the company, and I can understand hating it when you're hired to... Oversee papers and not create.

Image from Wikipedia


             Even then though, with as high as some people are in a company, they can't just do what they want. Being a public icon, whether fictional or real, takes a lot of self-maintenance. Thankfully though  it can pay off ing you know what to do. Thank you once again for reading ladies and gentlemen. Make sure to comment down below, and stay tuned.
 


Wednesday, February 19, 2020

Are Fads Important?

                    So, I was taking a walk one day, when the idea of fads suddenly struck my mind. Essentially, I remembered what someone said about the 3d craze for video games.  How he believed that while it ruined what could have been great games, it showed what works, and what doesn't. Now, I am not saying 3D games are a fad, but the idea that every game has to be 3D is. Eventually that idea died down, people learned from it, and moved on. So what I am asking is, do fads teach us what works and what doesn't?
   
                  To give you an idea of what I mean, remember silly bandz? Those weird toys kids would bring to school, wear, trade, etc?                                   If you don't, hopefully this image they own, and from their Amazon listing will remind you. They were pretty popular for awhile, but most teachers found they were distracting kids. Eventually, it got to points they would take them from kids, or ban them, and then one day.... They weren't popular anymore. The generation that liked them grew up, and someone showed the kids something else, all in the span of a year.
   
                   So what happened to them? Well, when people age, or certain events like banning occurred, nobody would be interested anymore. Either that, or a sort of semi-controversy formed.  Advertisers will see this, and move on to something else, or they go bankrupt. So fads are important, as they show what will work, and what won't Anything that works will stay, and you build around it. Stuff that doesn't, well they disappear.

                 End of the day, just pay attention to them. I'm not saying you have to buy them, or cash in on them, but see what can be learned from their success or failure. You might just be surprised. With that, thank you for reading, and stay tuned!