Wednesday, September 18, 2024

Follow-ups

      It's  never easy to follow up a previous work. A good amount of expectations are going to be on your shoulders to deliver something great, if not better than the original. However, there's also going to be doubts if the product can even live up to the original, let alone be seen in a favorable light. In a sense, I feel some of those expectations myself, considering this blog is a follow up to another.


       Last time, I went over how there's always room for improvement to a product. This time however, I want to go over different ways someone could follow up a product. Be it a sequel to a movie from years ago, a spinoff of a large franchise, or maybe even a remake.

        For starters, what is the route you want to go for your follow up? Is there a specific character you want to build on for a story, or maybe a new motivation for your characters? If it's a remake, do you plan on being faithful, or switching genres completely? This is of course, factoring things in like time constraints, funding, and audience desires. As a result, the follow up you craft should, in a coincidental  sense, be like choosing a path down a trail; what's going to work best for you, but also keep you where you need to go?

      Of course, there is still the expectations you need to worry about. To reiterate, audiences can either hold your potential on too high of a pedestal, or not be willing to give it a chance. Unfortunately, I can't really say wether or not there's a right answer here; I understand the desire to impress with a grander scale, but I also feel its ok to temper you're expectations. The most I can say is 'compromise with the audience and creators.' Read the room for what the follow up will be, and set your expectations, or your skill level, to that area.

      Doing a follow up is always going to be tricky, and can make or break what you built to achieve. Whether or not you can successfully build off on previous works though, the important part is that you try. With that in mind, thank you for reading, and stay tuned.

Sunday, September 15, 2024

Real Bizarre

        Sometimes marketing can get kind of bizarre. 

Image courtesy of This man.

        Now, most companies tended to play it safe nowadays,  but back then things could get really weird in how they presented the product. Granted, that is depending if the ad actually represented the product, and didn't leave you asking what you just witnessed. From ridiculous and naughty scenes like the one above, to the more accidentally terrifying, and then to the plain misleading.

       However, a part of me wishes that we still had this type of insanity in marketing. I'm not saying we should be going absolutely crazy and film babies committing war crimes, but at least come up with something memorable. As it was once described to me, 'think inside the box before coming up with the out of the box ideas'. To me, there is nothing more entertaining than controlled chaos; just tying all of the outrageous events together in a neat little package. Yes, I understand that it isn't everybody's cup of tea, but I think even then you could pull something from it.

     Another thing you could get out of these oddities was always a nice style to strive for. Uneven fonts, a mix of bright and subtle colors, unique music backing, etc. Again, it's a shame that while most advertising has taken to being safe, going out there with the ideas has left the table. There has to be a good middle ground somewhere. With that being said, thank you for reading, and stay tuned!

Wednesday, August 28, 2024

Designated Roles

       Everyone has a role to play in graphic design; there's always a head designer, someone in charge of audience research, someone in charge of image design, etc. However, this isn't just a topic when talking about the people of graphic design. Each element, down to the font used, can play a role. Whether this be for elements of a story, or for the organization of a store front. With our blog topic picked, let's dive into it!

      Firstly, it's important to understand the hierarchy of said roles; what do you want customers to see first? For example, in a movie poster, the role of your main image might be the main character, or a logo you want people familiar with. Another example is the role of storytelling; will it be filled by a narrator giving plenty of exposition, or visual cues along with music. Both in this case serve a similar purpose, it's just up to you as a creator to decide what you want. What fits this final product, be it commercial, book, videogame, is up for you to decide.

       Speaking of stories, each part of one has a role to play as well. We all know about the iconic 'beginning, middle, and end', but what about the stuff in between? Some chapters may play the role of exposition, giving the audience extra information on the road. Other chapters might play the role of a cool down, allowing a break between the action. Whatever  you want to tell, know your roles, because stories can be more than just those three parts.

         So now you know the roles any piece of work or media can have. From people, to tools, to words, it's a nice, lengthy list to have. As usual, thank you for reading; please remember to cast your roles right, and stay tuned!

Wednesday, August 7, 2024

Holiday Cards For 2024

     At long last, I have finally completed my holiday cards for this year! It took a bit longer than J wanted, but I think they're definitely something I'm proud of. Hope you enjoy!











Thursday, August 1, 2024

A look back on: A look back on the strike!

       Well ladies and gentlemen, I think enough time has passed that I can talk about this again.



        As some of you may know, I have shared my opinions on the writer's and actor's strike in the past. In short, I still maintain individual artists who work on the projects for big studios deserve compensation. I do believe that it is their prerogative to stand up for themselves as well, and their right to ask for reasonable wages. Now, admittedly, my last post on this was critiquing SAG-AFTRA after they pushed for AI, and I still stand by that it was a less than stellar decision from them. As of writing, another strike is going on, this time for the videogame industry, and also lead by SAG-AFTRA. It is this writer's genuine hope that they maintain the best for the workers this time, and don't backtrack at the end. 

      With that in mind, I hops that consumers and artists alike maintain wariness, and go into this matter informed. While I do wish to trust the strike, mostly for the individuals, I do have reservations, and advise caution. However, this will probably be the last post I make on this matter. As it stands, I am mostly repeating the same points, and unless a really big development happens, I don't want to keep saying this. All I, and you dear reader, can do is stay informed. There might even be facts I don't understand right now, and I apologize if I have spread misinformation about this. 

      Once again, I ask that you stay tuned, not just to me, but to the media and creators that you have enjoyed.

Sunday, July 21, 2024

Representation

       Representation in media, an ongoing struggle and issue that really shouldn't be a problem. Over the years, certain minorities were left out of shows, commercials, etc., due to the mindset of the time. Now that things have thankfully been adjusted it should be able to represent these groups, right? Well, not everything is perfect, as there are people who still complain, but there's also people who don't do a good job representing these groups. So, with the topic set, let's get right to discussing it.

      Now, A major reason representation has been a problem, hasn't just been a lack of adding a minority in. It has been a negative viewing of those minorities, portraying stereotypes and bad traits excessively.  That's why it's become important to feature people of other races, ethnicities, etc., in a better light. They are people that exist, no reason to pretend like they don't, or that they're scum.

     On the flipside, there are times when people force representation, if only to try anything get more eyes on their product. Usually these come as a result of playing up a character's traits, only for it to be no big deal. Another example is when they add a character of another race, or sexuality, and proceed to make that their entire personality without much thought into the matter. In a sense, to these people, it's just an advertisement, and they don't care about actually representing these groups in a natural manner. This is something that should be best avoided, should you actually care about the minorities. 

      The best way to include minorities, in my opinion, is to actually understand and include them. They are real people, who have a had real struggles. It shouldn't be that hard to casually have them around in a setting, or to research a bit of their backstory. It's not about putting them on a pedestal and flashing them around for their color or sexuality. It's about just letting them join in, and celebrating actual accomplishments. 

    With all of that said and done, thank you for reading. I hope that my argument was strong enough, and that you stay tuned!

Friday, July 19, 2024

Respecting Time

       The time of your clients and customers is one of the biggest factors when in design. Whether it be the time you need to make a project, or the time you're expected to have said project out. Both examples tend to interact with each other more often than not; However you must also consider the client's patience when it comes to said product, and how much they'll want out of it. Having explained all of that, let's take the time to learn why we need to respect it.

       As usual, we all know about deadlines.; they give us a limited amount of time to finish a project before it needs to be turned in. However, one thing people don't really think about is what the quality should be when compared to the time. Say someone wants a project done in a week, they'll expect a week's worth of effort in that project. When creating timelines for yourself, consider your abilities, and your schedule before deciding on a set deadline. Give your clients an example of what you can pull off in enough time, so they may have a proper idea on how to value your work.

     Another factor for time to consider is 'how much will my client invest in this?' Imagine writing a movie, and it is supposed to be a lighthearted comedy for children. Chances are, they won't want to spend more than an hour and a half watching it. However, if your audience happened to be fans of intricate, lore filled journey movies, you might be making it longer. This way, it will satisfy their desire to see it laid out in detail. This is jot just important for the main product, but also any extra features or merchandise that might catch them.

      Time is one of the most valuable resources in the world. It is both a measurement in how much we can do,when we can do it, and how much our clients could spare.  Without any grasp of time, nothing would be done in an effecient manner, and no one would be please. With all of that said, than you for sparing your time to read this, and stay tuned!


Monday, July 8, 2024

Break Time

 Hellow everyone, just a quick update to my followers that I will be taking this week off to relax. Personal life has kind of gotten tense, and I just want to release some tension. With that said, I hope you stick around for what's to come. Stay tuned my friends!

Sunday, June 23, 2024

Overshadowed

     So, you made a logo to be proud of. It has good color coordination, it's perfectly aligned, and can be used on multiple formats. Then, before you know it, it's all for nothing as the person you made it for falls into controversy; or they don't use it like they're supposed to. Having your logo overshadowed by another isn't exactly a fun thing to happen. It can easily be demotivating, especially if you're just starting out.

      Once again, it can be very possible for a certain event to distract people from your logo. Perhaps the algorithm wasn't too kind, or perhaps a piece by someone else gets more attention. Either way, it can be disheartening to feel as if you're not actually making anything worthwhile. Bear in mind, there are times when your work just isn't the best it could be; however, it would at least be nice to get feedback. That does still beg the question; how does one overcome being overshadowed?



      Well, I can't say for certain there is a right answer other than to learn from the experience. How do you beat the algorithm? Learn! How do you balance audience and your own preference? Learn! What direction do you want to take going forward? Learn! It is always better to put at least some work in before giving up entirely!

     With that out of the way, I hope I was at least able to offer decent advice. Thank you for reading, and stay tuned!

Tuesday, June 4, 2024

Two Sides

      In Graphic Design, there will inevitably be disagreements on how something should look.  Not just in the gdesigner group themselves, but the audience opinion needs to be taken. As such, there are a variety of different ideas and interpretations that can be found across different times and minds. This week's blog will be talking about examples of how that could happen. Without further a do, let's dive on in.

       One example, and the idea I got from this blog, is 'Crash Twinsanity' and 'Crash 4: it's About Time'.




Both images courtesy of Wikipedia.

         Now, despite the title of the latter, 'Crash 4' came put long after Twinsanity, being marketed as a sort of 'reset' of the timeline. Another thing of note is that the game before Twinsanity, Wrath Of Cortex, is a bit more similar to Crash 4 in terms of gameplay, as well as the original trilogy; however, for the sake of both following something familiar up in their own way, they will be the two I compare. I won't specifically be going into development, or story, moreso just gameplay mechanics.

        Starting with Twinsanity, it keeps a similar level structure to the originals; however, in exchange for a central hub, it has a few levels that seem more open. This creates a pseudo open-world effect, encouraging more open movement in some areas. Here, you will have the opportunity to collect gems of all types by completing small challenges. Besides that most of the game is built around Crash's sudden partnership with his enemy Cortex; giving you levels based around dragging them along, tossing them into targets, protecting them, and even using them as a snowboard. Speaking of Cortex, both him and and his niece have playable levels with their own radically mechanics which are nice, but don't appear often. 

       On the flipside, Crash 4 is much closer to the original trilogy's level design (more specifically the first's). Emphasis is placed heavily on difficult platforming, giving the player extra challenges to get rewards; such as hidden gems, time trials, and a unique mirror with unique visual effects. Another addition is three other playable characters: Tawna, Cortex, and Dingodile. While they're levels tend to be optional, and lead back into standard gameplay, they're a nice change of pace when they show up. 

        My main reason for wanting to compare and contrast these games is what their competition's style and audience demand was at the time. For Crash Twinsanity, games were going in a similar direction; open areas for the player to explore whilst mixing old gameplay with new mechanics, once in awhile poking fun at itself with its extra emphasis on story. Crash 4 however is a return to form fans had been wanting for awhile; back to the retro style gameplay and challenges that they remember, whilst mixing things up in ways that don't change the core gameplay up too much, and a story that serves as a good follow up to those games. In short, while both teams did have their limitations, they were trying to put out a product for their audience, it's just that they both had a different audience in mind.

       With that being said, I hope this demonstrates that not everyone will have the same ideas as you, but that's ok. It gives you good opportunities bro learn and develop, or see another take on the same idea. Embracing other creative minds is certainly a go in my book. Thank you for reading, and stay tuned.

 

Friday, April 19, 2024

In Concept

        Before you put anything out in the world,  it starts off as an idea. After which, you flesh this idea out, shaping and melding it. Eventually, you'll have a few concepts laid out.  From there, you can present the idea to others, pick and choose what you want and don't want, shape it out, etc. Now, there are multiple levels to a concept, from uncolored sketches, to fully formed products; as you can imagine, I wish to talk more about this today, and get a grasp on what happens with concepts.

       Now, not every idea we like is going to make it to the final product. Sometimes things are going to be too expenseive. Other times, you can't just find the right materials. You could come very far to seeing this concept being made, but still have to pull it, simply because things won't work out. Sometimes, you just need to work around the constraints life gives you. Don't let that get you down however, you can always go back to the drawing board, and try again!

       One of my favourite things about concepts however is how we can see the evolution of a project. You see ideas that were scrapped, or different designs for characters before the ones you eventually received. Were they radically different? Were they similar? That's what's fun about them.



Image collage courtesy of Kamen Rider wiki

           As you can see, a lot of these designs were used for the same season of Kamen Rider, before they were eventually turned into Kuuga. Some elements may have been used for other riders later on as well; what's really important to observe however is just how drastically different some of these designs are. For context, here is what Kuuga became.

Image courtesy of Kamen Rider wiki
      
       This is the reason I love concepts. Not only does it give you wriggle room for an idea, but it allows you to see a the development over time. Whether the end result is great, or mediocre, the process is important in many ways. Once again, thank you for reading, and stay tuned!


Sunday, April 14, 2024

Location, Location

     Graphic Design can take ideas from, and influence many things. One of said things can be a specific location. What can start out as a flattering photo of Hawaii, can turn into multiple people visiting there. Although, one can also try and mimic the feel of the location in mind. With the blog topic chosen, let's go in.



         So, as stated previously, graphic design can attract people to different areas; that's how tourism works after all. How does one go about making a location attractive though? Well, the best way is to explore and learn if you ask me. Even where you live, there's an interesting view, or tidbit to learn about. Go around, explore, and find what's most appealing to you. Afterwards, take the best pieces you could find, and arrange them into a commercial,  trifold, or post card to greet people.

       Now onto the case of mimicry, as mentioned before, you have post cards. In this case, let's look at it like finding the right colors for a picture. If the area has a lot of snow, perhaps a holiday red, or a cold blue could match. Add some shapes as well, like palm leaves for a place with a lot of palm trees. Finally, find a font that matches the feel of the city or state; street sign font for a place known for races, or a cursive font for a high class town.

         The options are limitless when it comes to designing for someplace. So go out, explore, learn, find what fits your creative needs. Then, once you have what you need, build around it! Thank you for reading, and stay tuned!

     

   

Sunday, February 18, 2024

Still On Preseservation!

 


    Ladies and gentlemen,  and update concerning this post from a few years ago.

https://h8l0v.blogspot.com/2022/08/preservation.html

     To summarize my thoughts, this post was about the preservation of media, and needing to keep these images in one's mind. The reason I brink this up again, is because Warner Bros is unfortunately, at it again. This time however, they're not just planning on not releasing the movies, but deleting them entirely! As you can imagine, there's been a bit of an upset for the viewers, and one can't blame them. After all, when such a big fuss was made when they weren't released, for a fairly ridiculous reason mind you, the fact we may never see them is even more frustrating!

     So to reiterate, media must be preserved for future generations! Record it, catalog it, whatever, so long as it's preserved. Especially if it is a movie an entire team put blood and sweat into, that won't be released because of ridiculous legal issues. So with that in mind, I hope Warner Bros. Gets the message soon, because even if the most we get is someone making ridiculous edits with the material, at least it's still out there. Thank you for reading this shorter blog, and stay tuned!

       If by the chance this material is deleted by the time this post has been uploaded, I will update it with an edit, and I apologize.