Monday, March 24, 2008

Command X (Segment Number 1)


The Denver Broncos Logo Redesign

After watching 5 designers present their re-designs for the Denver Broncos I was somewhat dissapointed for designers on the 'big stage'. All but Matthew are pitiful presenters whether it's putting down there design before they explain it, or just the ethics of speach. With that aside, there was some potential in a few designs, but one design seemed to work for me, better than the existing logo.



http://designconference2007.aiga.org/dc-commandx
Kelly's Design.

This logo contained the most stylistic feature necessary for a football team, as well as just being a solid design. All elements such as strokes and hair are proportionate and lie nicely within the 'D'. The 'D', typical slap serif style but any more modern and the typeface would be too much for a football team. Colour-wise, the colours work well the way she has knockout the white of the horse, allowing for the blue hair, and my favorite, the red eye. The eye simply makes this design. The sharp angles make it angry and dangerous, the way a football logo should look. Perhaps if the hair had a similar approach as the highlight of the eye the hair would look less feminine as pointed out by one of the judges.

What I've Learned So Far...

A little Photoshop Doodle I whipped up when bored.

Most important, beyond the basic principles of design, I've learned how to communicate messages visually through various forms of media. As well I've learned to productively work with others in a creative environment. Simply listing what I have learned so far would be too complicated to explain so I've briefly mentioned what stands out most as a student.

Sunday, March 9, 2008

What makes me happy?

- Flying, or anything to do with aviation.
- Playing hockey on a pond in 40 below temperatures.
- Psychedelic Brainstorming Sessions.
- Drawing, Painting.
- Song writing
- Spending time with those I care about.
- Aggressive Vocals
- Face melting guitars riffs
- A nice suit, or classy hat.
- Abrupt, quick witted humour.
- Exciting Design projects.

...basically my life in a nutshell.

Sunday, March 2, 2008

Hours Consumed A Week.

After an average school week of logging my time here is how I spend my 15 or so hours on a typical day.

Designing - 4 hours
Playing Guitar - 2 hours
Internet - 1.5 hours
Music - 2 hours
TV - 30 minutes, unless there is a Hockey game on.
Radio - Never
Socializing with Friends - 2 hours
Riding the Bus and walking - 3 hours

Callsign SpinDoctor, my Wingman.


Friend, Classmate, partner in crime, and Fellow design enthusiast, David Spindler is my right-hand man. A Maverick and Goose, or Starsky and Hutch, together we are unpredictably unstoppable. In design process not only do my designs face the approval of my instructors, but I pass them through the very strategic mind of Mr. Spindler as he always provides useful criticisms and helps further my ideas. His strong abilities to undermine most with a striking vocabulary sets Mr. Spindler apart from the others and really provides a competitive existence. He tends to be quiet and listens thoroughly while studying the art of others failures, in turn taking his own design to the next level. In years from now the youth will consider David Spindler as the Obi-Wan Kenobi of graphic design.

Design is a Napkin and a Pen...



Design is a conceptual and psychological process constantly undergoing subconcious manipulations perhaps inspired by ones present environment. In order to solve arising problems a designer must record his/her epiphanies for it will ease the execution process. Ideas are constantly flowing whether you as a designer prefer to use it as an advantage or not design is simply a napkin and a pen.


Many, not just designers, find themselves sitting in a restaurant with only thoughts of delicious food, yet somehow in the subconscious you are at your most creative moment. A creative, genius idea will abruptly pop into your head, and there you find yourself grabbing a crayon, rummaging for a pen and whatever temporary drawing surface you can to get your idea recorded in a visual way. Later when you get home you pull out the napkin and get to work, and all flows smoothly. Ofcourse this is a typical thing for many people but little do they realize without an idea comes no concept, with no concept comes nothing to execute. An idea is the primary source of potential success in a design but can be the hardest thing to develop. Obviously the execution must convey the idea, but the 'idea' is the key point, as better designers can better execute a good idea.


As a designer no project is ever forgotten, no matter the situation the projects are always on my mind, and I'm always finding myself spontaneously determining new solutions to problems I'm currently encountering. Without fluke, the time I spend working out concepts always reflects in my final execution. Sketching and drawing out ideas anywhere possible, whether it's a sketchbook or a napkin determines solutions to design problems making the execution process flow smoothly as you already have a solid idea of what you are about to execute.



In the above image I've placed a few pieces where I've thoroughly worked out design problems before executing. Whether it's packaging, illustration, or information design, conceptual problem solving is the most important process of design.