Monday, November 17, 2008

Oxfam Posters




My first piece of work in University this year was to make a poster campaign for Oxfam Liverpool. They were looking for fresh ideas to get donations of CDs, DVDs, clothes (used & vintage) and books to sell at the Liverpool Bold Street shop. They also required a poster aimed at recruiting people to sell the same items.




I am very happy how they came out. I spent a lot of time trying to make them seem effortless and simple, and reduced elements as they were developed. I saw the communication aspect as being of primary importance. I chose to work with the current Oxfam branding style, studied the recent campaign and how to build on it, then thought most about the message.

This has got me looking at symbols, copywriting (I really enjoy this), pictograms and semiotics, which I'd like to develop further.

Year 3 - University of Chester

I am 7 weeks into my final year, having switched from the Glyndwr University's art college (North Wales School of Art and Design) to the University of Chester, and have been approaching everything differently.

I wasn't particularly happy in the NWSAD; I felt like I could have simply taught myself, having had no valuable input for the entire 12 months. This isn't a unique opinion, as none of my classmates remained at the University after the end of the Foundation Degree. They have either left to do normal jobs or gone on to other institutions.

I also had an issue of not knowing what course I would go into in year 3 at NWSAD. They have courses for everything there, but the only one that appeared to have their act together was the animation course. I did have the option of joining that, but I had the feeling I would end up unemployed by summer 2009 - which for my family and I would be very bad news indeed.

This year I wanted to avoid 'putting all my eggs in one basket'; I felt I needed to learn my craft properly. This means learning to walk before I run. I am now doing print work, and wanted to carry this experience into my screen design (motion graphics) at a later date. The idea is, hopefully I can produce a lot more finished pieces of work, and actually build a portfolio!

Tuesday, May 20, 2008

Year 2 Work

Jobs list:

1 OBSERVER MOTION GRAPHICS
2 TYPOGRAPHY – EXTENDED PRACTICE
3 COPYRIGHT RESEARCH AND DESIGN done
4 CRITICAL STUDIES done
5 NEGOTIATED BRIEF – fully developed copyright advert
6 SUMMER BRIEF – stamp designs
7 PROFESSIONAL PRACTICE – done

Observer Motion Graphics

This could have been completed easily by now, but I think the inclusion of 3d / cameras and all that stuff has prevented this. I have got my head around loads of things this year, but the 3d, especially after effects 2.5d is too confusing.

I keep running into problems and still don’t really know how to get around them

I think I am best off concentrating on other elements of motion graphics, then returning to 3d at a later date. The idea of utilising this area before I learn a lot more simpler techniques was probably not wise.

It might also be the case that I ncould complete by ‘cheating’ the 3D – this would most likely see it finished, but I would probably learn more if I did it properly.

Decisions….


Typography – Extended Practice











This was my first major project this year, and my first proper foray into ‘motion graphics’ and After Effects.

I have found upon returning to this at this stage I have 2 reflections
• It isn’t a ‘conceptual’ project. There’s no ‘big’ idea.
• It is however a good place to show some good design, audio/rhythm and animation skills
• I could now explore this further, and get a good angle on it. Make it a better portfolio piece

This means creating more visuals, more boards/frames and thinking hard about some good angles and transitions. It needs to look impressive and be clever in other ways.

I might need to think harder on the type, use fatter and thinner variations of the avant-garde face, upper and lower-case.


Negotiated Brief











This is looking good so far, the characters have been designed, boards have been made and the sound was created and mixed. the animatic can be viewed here

I might need more boards frames for the animatic (http://kupon.co.uk/movies/cprt_board2.mov )

A dopesheet will be needed for the charcter animation – this could be time-intensive!

Method proposed – lots of test movies

The main body of the characters could be illustrator files, with separate layers for eyes, pupils etc. These can be parented

The mouths will need to be animated mask layers with solids, with the teeth then dropped on top. There will be a little bit of tweening, but mostly frame by frame animation.

To cut corners, I make about 15 main characters, then duplicate, repeat and resize comps of characters. Maybe duplicate the mouths a bit?

Monday, May 19, 2008

Reflections - End of Year 2 & FdA Course

This year has been pretty mad.

It seemed to flash by in a seconds, scary really. A year at college is really only 8 months, with at least 6 weeks vacation time.

I entered the second year wishing to explore 'motion graphics', and found this to be true; there's far more to it than it seems

Design
Copywriting
Conceptualising
Directing
Typography
Drawing
Film Language
Animation
3D space
Research
Sound Design
Study of form etc

It's been really difficult, and I have been getting quite annoyed that I don't have so much to show for my troubles. My portfolio seems to be full of holes at the moment, and I know I have worked hard.

I have been keeping my timesheet, and have eliminated (or greatly reduced) time-wasting factors. I know what causes periods of procrastination. These are usually due to getting puzzled, stuck or by indecision. I realise that by complex nature of what I am doing is problematic. I have worked on so many parts of my projects, all of which are necessary before the final production can happen.

I set up my own place to work, which is great in many ways, but is isolated. I have realised that in Year 3, wherever I study I will need more guidance. The motion graphics work, due to it's multiple factors (listed above) throws up endless puzzles. Manoeuvring through these is possible, but slow work.

I am quite happy about my progress through basic 2d static images. I feel that these are pretty good. Here is my latest one, which I did under time-pressures for King Unique (n.b. - click on image for full-size view):











I realise that there are always ways to get better, but i do feel satisfied that I can look back at banners i produced over the past 12 months, and see a definite improvement. It's more the motion work which is hard. I have spent such a huge amount of time getting what I have done so far (learning the techniques, theory and software) and would be happier if there were more to show. I will be continuing this work through the summer and wnat to get all 3 projects completed.

I have broken my year 2 work into 3 Main chunks and I will write my reflections on each in the next post.

Wednesday, April 9, 2008

TOTAL REORGANISATION

I have completely overhauled my affairs since I finished my work placement, and have made some important decisions:

1 - I have decided to REALLY go for it as a designer. (I was always ambitious, but had also been trying to balance a career as a DJ and music producer, out of financial necessity).

I have now 'handed in my notice' on my DJ job, and will have finished entirely by the end of 2008. I actually plan to stop in any busy way from early October.

2 - I have committed myself in various ways:
I sold all my DJ and music equipment, bought a fast Mac pro 8 core with 14gb of Ram and a really nice big screen.
I turned the room that had been a half DJ-room, half-office into a fully equipped studio space, replete with a mini-library. It is immaculate.

3 - I will now be organising myself as if I have a job. I am keeping a time-sheet.

4 - I will now reflect on every job I do, whether college based or outside work. This can go on my blog, and also be saved in a text file with the folder for each job. I read Stefan Sagmeister's "Made You look" and knew it would be a good thing to do.

5 - the combination of time-sheets and reflections will help me get good and get quick. It seems in the real world, thne mantra is "Hurry Up!"

6 - I recieved masses of advise and observed many good work ideas at Bruce Dunlop (so many I felt I had enough to skip the Creative Futures week at college). The important thing now is to act on them and start building a portfolio.

Work Placement - Conclusions

My Work Placement Blog is here in it's full form, however all the important reflections are below.

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My placement is now over, and in many ways I am glad! London is too much for me; every cliché you hear about the 'rat race' and the London mentality is true. I can now however reflect properly on what I got out of my placement, and what was learned.

Many of my daily posts were brief affairs, as I was really busy from 9am until 7pm (with a couple of hours of commuting thrown in and sleeping, this meant every day was full). I had posted on technical things and day-to-day stuff in the limited time I had.

I gained an understanding of how their designers work, their backgrounds and how they got where they have by working with them.

Process - Research, design, development, team-work, time management, elbow-grease, perseverance, enthusiasm and dedication.

I have learned that everything we are taught at college is useful (The 1st year goes by so quickly, yet everything taught then is important). The principles of what we call 'paperwork' are all utilised on every job, although there are a number of alternative ways of doing the same kinds of things, and it seems the processes are generally covered intuitively (and at great speed!)

Initial Stages - Pitching and Development

Many jobs start out with a pitching process, which will start with a meeting amongst the designers concerned with production staff, before a further meeting with the client (if they are nearby) - however much can be done digitally, enabling them to do the same processes by sending ideas digitally, combined with phone calls. The digital process would likely feature whether the clients were near or far - PDF's, QuickTime videos or Powerpoint presentations can all be sent via email or FTP.

During this process, research will be undertaken, references images, reference videos and facts gathered. Mood boards can be made up from here whilst a concept can be formed, and initial design work and approximate colour palettes can be made up. There is no standardised way of doing all jobs, as they can vary, but in very general terms initial design work can be combined with the concept, and 'boards' can be made up. These boards would most likely be 'style' boards made up of strong visuals, which would give the client a good idea of what they would be getting. There may be many variations for the client to choose from. The designer should have a good idea in mind on how these will work in production, and can write this into the brief.

These jobs will vary - some will be corporate DVD's, some will include live-action, green-screen, complicated 3D animation work, HD formatting and various other factors which may be required for to win the pitch. This might mean more development, shooting boards indicating camera movements and direction. The work we did at college recently looking at storyboards in detail were exacty the right thing for cases such as these, and there are a few other additional ways to pre-produce this work, such as a floor plan, a location map so that the 3d space can be navigated, and the actors are doing the right thing in the right place. The client may want to see these shooting boards (which are typically non-decorative line drawings in pen or pencil - like a cartoon).

I have learned for a much of the 'simpler' motion graphics jobs, a 'shooting board' isn't required; the designers have described how the pieces will move and have designed logos, style boards etc already, and many of the idents are only 10 seconds long. There is still loads of work that goes into these jobs, but shooting boards aren't really needed. (I think I would most likely do some quick thumbnails on my jobs of this nature, as I am lack experience, but more experienced desigenrs appear to be able to ahve it in their minds eye). Experinced designers work through the motion in After Effects, as a series of tests, as it is quicker.

There are usually about 5 boards for each ident, and as they are only ten seconds in length each, the boards and a detailed description are enough to show the client. The results of this initial work can are put together for presentation, (as well as working as an in-house 'manual' which can be referred to if/when the pitch is won by any member of staff). These are PDF documents, which may have been done on Acrobat in the past or even Powerpoint, but are now all done in InDesign. They can then be formatted for web as a PDF and sent out to clients in addition to being retained on the server for any staff member to be able to access.

My Reflections on Pitching and Development:

I found observing the process of organising the work highly beneficial, and have began basing my work on these techniques. The universal standard for organising and breaking the work into various components leaves the mind free to concentrate on the task at hand. I now realise that structure, discipline, and elbow-grease can mean the difference between success or failure! I am a lot more realistic about how my life might be when i begin work as a designer. This placement differed greatly from my five-day stint at BDA's Sydney office. I went to Sydney when they didn't have much on, and although it seemed that they were busy enough at the time, I realise that it was easy-going. The London office was like punch in the face - very busy, very intense, brutal. I feel I have leaned a huge amount in a short time, but also found it hard-going.

The designers are all very god and have all worked prolifically and on a variety of work. This covers everything from print, brand identity, animation, graphics, motion graphics, film directing and what I have learned is a huge part of the industry these days - pitching. A huge amount of work is covered to win a pitch (refer to the examples above), and a lot of the creative work is already done by the time the pitch is put forward. The work is then presented to a very high standard, by smart PDF's and confident personal presentations. I think this part is so important; if pitches aren't won, there is no work and no money coming in! It is also interesting to know that on a creative level this part is where you have the opportunity to shine - the latter part is often a time-intensive slog which involves real-graft in After Effects or a 3D application, but once the look and idea is agreed between the client and the designer, there's not a great deal can be done later, just get it built *

* I have been told that there are situations where the designer comes up with a better idea after the pitch process - there is an option to go back to the client with this better idea, and negotiate. Al cases are different, and there may be all kinds of practical problems.

Production

The rest of the work happens once pitches are won, which typically covers an amount of on-air and off air production work. There might be up to 10 different idents for a variety of uses, such as differing times of the day, different types of program content or there may be a family of channels. In addition there are 'menu' screens, 'break bumpers', 'end-pages' 'cross-promotionals', 'transitions' and probably a whole load of other particulars to the broadcast industry. I had made attempts to find out as much about these technical terms as possible, but due the busy nature of the office and slightly aloof nature of the other designers, had trouble finding out what exactly what each one meant!

I did however observe a lot of the production work for a family of African channels, GTV. I saw all the pitch work, and got involved in production for the idents and transitions. This is in some ways the less 'creative' part of the work, but in many ways more challenging. The designers have to realise their plans and supply everything that's promised. This could involve various processes, but in this case was made entirely as graphics in After Effects, Illustrator, Photoshop and Cinema 4D.

Production consisted of many stages of testing. The design director set up one of the original basic idents, by going through a series of sequences in AFX, then pre-comping them and building up all the components needed for the final ident. Time is set for experimenting on various techniques to build the idents, tests in both After Effects and Cinema 4D, 2D and 3D examples which are saved and rendered as 'work in progress' files. Other designers tried all a few different ideas involving sound synch, test music, expressions to use to make the ident. This enables the team to make decisions on how best to progess, and also gives them something else to show the client (who would be paying the best part of £100k for the work!)

My Reflections on Production

BDA is on the commercial side of the business, they are not really about a 'fine-art' mentality. They have to operate as a business, they have investors, just over 100 staff worldwide with pension plans, maternity leave and all the complicated stuff that comes with the territory. This, I believe, has a very direct impact on the day-to-day operation of the workload, and how the company culture is. All jobs are budgeted for costs and for time, and everything gets done on time, even if that often means that the staff work up to 13 or 14 hours a day and come in at weekends (for no extra pay!) - this isn't a thing I am that keen on, as I have children and a wife that i like to spent a bit of time with, but on the other hand I do understand the workload. In the 10 years BDA has been running they have expanded greatly, whilst some of the competitors such as English and Pockett (and lots of the small 'boutique' outfits) have gone bust. The stakes, it appears, for a company like BDA are high.

General Conclusions:

My conclusions from my work experience have taught me how hard I need to work to get good - this means trying to double my hours and efforts from where they are at the moment, and do it now! (if students don't put the work in now, they end up having to do it after college is finished without any student finance, before they can get a job).

Work prolifically, and to do something that is just about within your capablity but to also always push yourself on every job, trying something new to build your skills.

Work on a variety of types of job to gain experience, as versatility is highly sought after.

Don't be too precious - I have also observed from working in a team, that designers are often not precious about the work; if one designer if off or away on sick leave, another designer will jump on the job and complete. This is also true when big deadlines are on, or if another designer is still finalising a previous job, someone else do the pitch, and you may be assigned to build it (or vice versa).

I have also been advised on many ways to improve, words of wisdom on many technical issues (which I have covered in part, but there were loads more), and also on how to become a good designer: There are jobs for folks who are simply great at the technical stuff, many at post-production facilities, but if you plan to gain creative job satisfaction and want variety, work really hard on stills/boards/ideas and ideas as well as production.

on Portfolios:

Do lots of different jobs to learn more, but don't simply stick it all on your website - If a lot of good work is produced, it is best to hand-pick the relevant two or three projects to show the prospective client.

Think of a good angle on every job:

I have seen designers do great work for corporate in-house dvds for British Gas and Barclays Corporate Banking - there is usually an angle that will benefit you, the designer, and will work for the client. Think positive! it might be the case that it takes a very long time, several years to earn the kind of freedom you'd like. This is 'paying dues'. It takes time and elbow-grease to gain the clients trust and get a good reputation!

On Presenting Work:

Work is always presented to the highest possible standard. This is the same as the year end at college, except it happens all the time! This is essential, and can really help things go your way. Put yourself in your prospective clients shoes.

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My final conclusions are a reflection on myself - I realise I have loads of weak points, which were glaringly obvious at BDA. There were:

Lack of experience

Lack of confidence - I have very little at the moment.

Prone to distraction - internet etc. total focus and graft is required

Isolation - I'm not getting anywhere near as much inspiration at college from other students or teachers as I was at BDA, and even less working on my own. This means having to work everything out for yourself. Skills are gained far faster when you are nurtured and advised by others who know what they are doing!

Time management - too many other things taking up my time - DJ job etc

Not used to employment - the last 18 years of self-employment has left me ill equipped to deal with the 'real world' - I now have a far greater idea, so know what to expect. BDA really shook me, and much my time there wasn't particularly enjoyable (although I think it will do me a lot of good). This was a very scary experience indeed!

Slow Computer - Whilst it isn't all about technical stuff, I now know that my laptop won't really run after effects well enough for anything a bit more complicated - render times are way to slow, and it creates restrictions.

General Slowness - do good work, but hurry up!

I am acting on all the advice and the above weak-points with immediate effect.

The work I produced is here:

Wave for BDA website - this will be composited into a flash site using the alpha channel, hence this version is just plain grey against a transparent background (which appears as black in the Quicktime Video (see posts below)

Transition - this is for a big project. I had to make a transistion which would be used as a matte, which on the final version was coloured and the big white balls in the piece will have video (VT) composited. This has made it into the production package as a small part of the branding package for the TV network in Africa.

Squiggles (test movie) - To build a big project, lots of small compositions are made, then nested inside a big project. I made this from one single traced pebble shape, then naimated the single stone, before nesting and building a bigger sequence. It actally looks a bit rubbish, but I get the the idea of how it works, and will utilise this techniques all the time in future.

Brand Identity - I worked on a pitch with 2 other designers when I first got there, which BDA went on to win. Here are some of the ideas I had (I have no idea what they actually went with as there were about 20 different logos presented (out of a pool of about 70).

AND FINALLY A NOTE ON WRITING BLOGS ABOUT THE INDUSTRY:

I have come to realise that looking at things on the internet and writing about the industry doesn't really count for much - nothing can replace the real world experience. I do however believe in this case it has been worthwhile documenting my experiences in an honest and detailed way; I had a hard-time on this placement, and want to remember so that I can get better. This blog will remind me how hard I need to work, and what I should do for the rest of my time at college.

Friday, March 28, 2008

Saturday, March 15, 2008

Attention To Detail



I have started to recognise how much work and attention to detail is needed to realise ideas. Technology has made things a little easier since the 1980's, but the principal of 'getting it right' and doing fresh work remains.

Wednesday, March 12, 2008

Curfew Records - King Unique "Hinode" (WIP)




















I do artwork for our record label - Curfew, as well as record records as King Unique

Here is a banner advert I have done for our new record. the top one is the finished thing - where I spent ages tring to get the perspective 'right' (which took forever) - and th lower one was one i did a few days back, when i just roughed the perspective by eye.

I actually prefer the 'wrong' one to be honest! A wise man once said to me, "if it looks right, it is right!" - which i agree whoe heartedly with!

Wednesday, January 23, 2008

Observer - In production


Oberver motion test 2 (intro part) from Kupon on Vimeo.

The epic job that is "the Observer" continues!

It seems that this college year will involve a huge amount of work. We are made to think 'ideas' constantly by the tutors at college, and this isn't wrong. I have found through research that good ideas are worth more money, as a good idea can work across many media formats.

I also believe that in many cases, especially in the areas I am interested in, employers are also after people who can execute these ideas, and can work the software to a good standard. This takes loads of time and effort, and to be able to make progress requires almost obsessive dedication.

The challenge now will be splitting time up between working on creative ideas, designing them, and executing them. Each aspect involves enough work in its own right to take up all my time, and doing all this stuff in combination can feel a bit overwhelming. Last year i simply looked at my calender and set aside time to do each thing, but never got it all done.

This brief has meant looking at many new things, such as film language, animation, the whole after effects set up in combination with looking at how this kind of thing is used in real life. "Motion Graphics" in reality is utilised in many ways, from Broadcast design

Saturday, January 12, 2008

Guinness by Psyop






















Write up (TBC)

Credits for this spot:

Client: Diageo
Product: Guinness Ale
Title: “Dot”
Length:00:60

Agengy: IIBBDO, Dublin
Creative Director(s): Mal Stevenson
Art Directors: Jonathan Cullen.
Copywriter: Rory Hamilton
Producer: Onagh Carolan
Beer Stylist: Thomas Power

Production Company: Psyop/Stink
Director: Eben Mears
Art Director: Haejin Cho
Executive Producer (s): Justin Booth-Clibborn, Psyop/Blake Powell, Stink
Producers: Jen Glabus, Psyop/Sophie Kluman, Stink
Asst. Producer: Carol Collins, Psyop
DOP: Igor Jadue Lillo & Steve Koster
Additional Design: Tanya Weiss, Jon Saunders, Gordon Waltho, Pete Sickert=Bennett, Anh Vu, Ine Van Den Elsen
VFX Supervisor: Jake Slutsky
3D: Jeff Lopez, Damon Ciarelli, Iggy Ayestaran, Aditi Kapoor, Saira Mathew, Boris Ustaev, Jeff Dates, Jordan Blit, Josh Harvey, Todd Akita, Tom Cushwa, Lee Wolland, Pota Tseng, Jason Vega, Kitty Lin, Jason Goodman
FX: Miguel A. Salek
Flame: Eben Mears, Aska Otake, Jaime Aguirre
2D Compositing: Molly Schwartz
2D Roto Lead: Leslie Chung
2D Tracking Leads: Hyunjeen Lee, Seung Lee
Storyboard Artist: Ben Chan
Editor: Cass Vanini

Friday, January 11, 2008

Observer - Storyboards and Assessment















This week was assessment time. The 'gaffer' pointed out things that I wasn't doing right. I was admittedly a bit annoyed, as I had been doing this brief for ages, and had already drawn story boards a few times the wrong. It was a bit frustrating, as I was throwing shit at the wall, just to see if any of it was going to stick. In addition to paperwork, the various digital attempts at moving this project are all documented in this blog (see college briefs navigation to the right, all under 'Observer'), as animatics, test shots and research.

I had a major headache after my assesment and didn't know what I was supposed to do. I did a bit of research and bothered my mate Olley, who pointed out it's worth learning film language stuff properly. I returned to college the next day in a very grumpy mood, and our group had a surprise lesson on story-boarding and film language. This was both very timely, and restored my faith in college. If only we had more lessons!

I have since done a little bit of research, and have a better idea, and have drawn up new thumbnail storyboards. I have taken the gaffer's comments on board, and realise he was right, even though it took a while to understand what he was getting at.

Friday, January 4, 2008

Contextual Studies - Film Titles Essay









My essay is on Film Titles.

I enjoyed researching this brief; I have always liked film titles, but never really knew that much about them in context. I am also increasingly interested in film and moving images in general.

The brief was to select five consecutive decades, compare and contrast the pieces, show development and explain why they were chosen. I began in the 1950's where film titles began to get interesting with Saul Bass's titles for 'The Man With The Golden Arm', moved into the 60's with Stephen Frankfurt's titles for 'To Kill a Mockingbird', and Richard Greenberg (R/GA)'s 3D CGI titles for Superman for the 70's. The 1980's were less clear, and to reflect changing times in films I chose 'Bladerunner', a collaboration between Ridley Scott and his team and Intralink Film and Graphic Design. I chose to wrap up the essay and link all the elements by covering Kyle Cooper's title sequence for 'Seven'.

The essay is available to download here