Red Faction: Guerrilla Logo Redesign (personal)

Promotional Poster Development Details

The Poster Design: A spin on the Cold War’s anti-communist slogan “Better Dead than Red”, the miners of the First Martian Revolution used the transposed ‘Better Red than Dead’ as a rallying cry. When the Red Faction re-emerged to engage the EDF authorities in the Second Martian Revolution, I like to think the colonists whispered the phrase to spread word of the rebellion. Both the colors, the text, and the imagery pay homage to the Russian Constructivism movement of the early 20th century.

Swapping the Sledgehammer for the Remote Charge: While Red Faction: Guerrilla featured the sledgehammer as both it’s primary melee weapon and symbol of the revolution, I felt the switch to First Person Perspective required a reconsidering of it’s place in the game world. As an FPS I think RFG would focus more on either breaking or shooting into buildings, setting remote charges at key locations, then escaping with your life prior to detonation. Being a mine engineer, abundant access to and knowledge of explosives should be Alec Mason’s primary skill, not his ability to swing a hammer.

I chose to simplify the design of the handheld detonator to make it seem universal in the hand of the player-character: anyone can pick this symbol up and ‘hit the button’ to enact change.

Second Martian Revolution Symbol Development Details

The images on the left are a stripped-down version of the fully rendered image above. I prefer the image in the lower-left, as it’s red background invokes the planet Mars more clearly. The more detailed version on the right is a mid-step between the simple logo and the detailed one above.


Red Faction: Guerrilla Logo Development Details

Main Title: The upper portion of the logo (Red Faction) is Adobe’s Gothic Std font with angular embellishments. I started the design process by reviewing promotional materials for the original Red Faction (2001), and chose to recreate it’s gradual curving line (assumably a nod to the surface of Mars). I also chose to keep it horizontally tight in order to better enclose the Gorilla subtitle.

Subtitle: Since much of the game is focused on wrestling territory away from the EFG, I developed a faint grid-like pattern (nodding to topographical maps) to hang behind the Guerrilla subtitle.  The 45 degree angle of both the grid and the font itself is repeated throughout the HUD. The Guerrilla font is an original one based on the grid, and similar to the posters above invokes a Cyrillic-style popular in Russian print-media.

Detailed Logo: For the more detailed logo (top) I chose to add sparks to indicate conflict (and explosions!) and a color-shift to represent the land of Mars and the space above it.


Futurist Walkup Pharmacy Interface (personal)

Interface Development Details.

Project Origins: I developed the screen above as part of a future-tech pharmacy design

Developing the Interface: The structure needed a central welcome screen for clients to interact with. Syd Mead’s concept art for Blade Runner had a big influence in both the color and tone of the design.


Logo (Stories and Beer Reading Series)

Stories and Beer Logo Development Details

A take on the old ‘Book It!’ buttons, this logo was commissioned by a local reading series group that typically meets in bars. The original logo really jammed the words in there, so I tried to strike a balance between keeping consistent with the logo’s inspiration, and with it looking properly balanced. The text used is Berlin Sans FB Demi.

To my knowledge the group has never printed this logo on actual buttons, or handed out gold stars, which is disappointing.


Sketch Blog Promotional Poster (personal)

Sketch Blog Promo Poster Development Details

A for-fun promotional experiment for my sketch blog. Helvetica font throughout. The shape in the lower left is a stylized pen-nib. All art completed in Adobe Photoshop.


Show Posters: Monolith (personal)


Gallery Show Poster Development Details

Posters for my 2011 solo show.  The top two predominantly use the Century Gothic font, while the bottom use Helvetica varieties. Dropping the baseline for the ‘Water Between Continents’ text into the bottom image’s boarder was a subtle allusion to the band’s name.


Website Graphic (http://asdsexed.org/)

Commissioned by a graduate student at UIUC, the logo to the left was developed for a human sexuality education website. As a multi-use image, my only constraint was that it be circular.

In the end I put a great deal of time into the bee rendering so that it could be used as an independent graphic if the client so chose. I would have preferred to go more realistic with the bee’s wings, but adding transparency was complicating their intersection with the boarder. Instead of shrinking the bee, or losing the boarder, I chose to represent the wings as opaque.


Pygmalion Music Festival Stage Graphic (Common Loon)

Stage Graphic Development Details

The image above was commissioned  by the band Common Loon to coincide with the release of a singe inspired by veteran character-actor Harry Dean Stanton. They requested his face and a book with a duck on the front, then added that the book should probably open (below). People’s eyes tend to gravitate towards a face, so to give the book equal significance in the image I painted the light on Harry Dean’s face as if it were bouncing off the books’ open pages:

The images were used both on the band’s website and as a stage graphic for live performances. The book itself opens with a simple swap-fade. Put together in Adobe Photoshop, the portrait was built using numerous reference photos of Harry Dean throughout his career, and the bird bones within the open book were sourced directly from the web.


Album Cover Workflow and Evolution (Common Loon)

Roughs - Round 1 Development Details

I was commissioned to develop album art for a band called Common Loon. The reference art they provided all contained either line drawings with minimal line variance or fully rendered textural work, and featured color washes. They added that something dark and bleak might be appropriate. Based on that I made the 6 thumbnail sketches above with graphite and Adobe Photoshop.


Roughs - Round 2 Development Details

The feedback from the band was positive, and I was encouraged to further explore the ‘broken triangle’ concept. Using pen and ink I developed the 15 sketches above, adding color and type in Adobe Photoshop. Here I was playing with the spectrum of representation; a flat, iconic triangle on one end, and a figurative pyramid structure on the other.


Roughs - Round 3 Development Details

In reply the band reported that they preferred something simpler and more iconic. They provided the top image (source art) and requested a more polished version. In images 1 – 10 I took the initial disintegration concept and attributed different physical characteristics to both the triangle and the source of it’s destruction:

  1. Powder blown by wind
  2. Powder disturbed by wind + directed sound wave
  3. Powder disturbed by wind +  heavy / generalized vibrations
  4. Sand washed away by liquid
  5. Solid structure gutted by flames / explosions from within
  6. Solid structure smoldering and on fire
  7. Solid structure smoldering
  8. Solid structure burning / rocked by explosion
  9. Stick pyre (stylized) billowing smoke
  10. Teepee gutted by fire

The 10th image is the wild-card, and was thrown in to illustrate that an entirely different direction could be taken.


Training Posters (CITES / UIUC)

Training Poster Development Details

Developed for the CITES Help Desk at the University of Illinois at Urbana / Champaign, these posters were designed to encourage the student employees to follow a newly developed guidebook. They were put together in Adobe Photoshop.


Promotional Material: Adventures in Space (CITES / UIUC)


Adventures in Space Promo Development Details

In the weeks leading up to the release of Adventures In Space Episode 2: Incident at Long Rock Junction (a training game developed for the CITES organization at UIUC), promotional materials were hung in the building, documents were left in an office fax machine (like this, and this), and images like the ones above were emailed to players from characters within the game itself.