What REALLY is a design process?

Recently I have been working on my own ident and I thought taking the time now to carefully evaluate my own design process would be great because being in the swing of workflow has allowed it to become more apparent to me. Earlier during the year, Gareth gave a talk on his design process and his work flow in order to give us a clear example of how a design process is set up. To simplify it, A design process is actually made of what I consider to be five crucial components. Firstly, the brief. This is the ‘low down’ of the project, the initial idea which the client has in mind. This the perfect opportunity for the client and the creative to discuss possible ideas from the brief that are able to be created by the creative judging on their ability and what is realistic when taking into account things such as cost and time. When I do my briefs, I have to mainly consider timescales at this point because I have to work on several projects at once; costs at this point personally are not an issue for my projects as I have the facilities and software available although in the future this would be important to consider.

The next component would be the development stage. This section is where things such as observational drawings take place, other things such as research, development drawings, schematics and testing appear here too. Although to some creatives all these may not take place, but the more that do the more thought out a project would be with less errors occurring later on meaning that a project failing is less likely to occur. I personally do my research to begin with, followed by development drawings and some observational drawings which then would flow onto testing possible ideas. I find doing this works best for me as I logically have always worked this way and have only ever improved on it rather then change the way I work. I have observed people who prefer to do sketches before the research but I find this way for me ends up with me being uneducated and making incorrect decisions making the drawings unrealistic and causing me to be unhappy with my final project, so for me this is a no go.

After this, It is then common for creatives to have several outcomes of an idea before settling on a final idea. For me this stage is important and I have to admit in the past I have skipped it and lived to face the consequences (being a poor final idea). If you limit yourself to one idea, not only are you not pushing your mind to be more creative when developing these ideas but you need to remember you are not trying to please your own desires, but your clients! So, by having several ideas on the page it gives your clients choice, and who doesn’t like choice? Typically when designing for personal projects I will create about 5-6 ideas, but I know in the future when providing for an actual client it would be wise to have a lot more with a range of alterations and leaving the ideas open for the clients to make changes. If for whatever reasons no real ideas have been generated from the development stages, it is not unheard of to go back to the brief and really dig your claws into it! Remember, this is foundation of the project and is everything your client wants so looking at this more than once is needed, especially to double check that your outcomes are met. If I personally find a brief hard to read, I re-write the brief for me to understand and talk to whoever I need too to make sure that I understand what needs to be accomplished. Although some may argue this to be time consuming, I find that it helps me understand the clients demands better so that my aims and objectives are met to a standard that I am happy with.

Next on the agenda would be to develop those ‘final’ ideas into a more solid form with the clients alterations giving the client choice yet again. This stage is different to the previous stage as alterations would have been made and would be more apparent, plus these ideas are more developed then just sketches so that the idea is more solid and formed giving the client a better idea of what the end result could be. Similar to the previous process, more then one idea will be taken ‘further’ so that the client can see more clearly on possible outcomes and give the creative more guidance if required. This is something I do currently on projects to see which outcome is better by creating a more polished draft then just a simple sketch; this could be taking a sketch and designing it within sketchup as this for me is a handy piece of software which allows me to design quickly but with good results.

Once I have passed this stage, I then create the final piece or pieces for them to be ready to show through a presentation. Before showing the client, I would double check that I have met all the aims of the brief and that I believe the project to be finished. Once I am comfortable and have everything completed, I would then show the pieces to my client.

My Ident: Part one of development

Revisiting the first section of this, I have decided after careful consideration that I would go with the Albino Pirate Studios. I really like the uniqueness of the name itself; but also I feel like I could really push the design as the name provides imagery and when designing the Ident this would appeal what my production company is about. For my storyboard, I thought I would focus more on the movement within the ident and how the ident would flow, and then when I have more time have a clean-up on the design and focus more on altering the typography to a more personalized design but following a similar style to the selected typography.

‘Albino Pirate Studios I really like as I feel the albino pirate studios would stand out as Albino creatures and people are unique and different visually. I thought by having this within my design would make the company stand out and promote our aims of wanting to think outside of the box of generic gaming.’

Expanding on this, I would also like to add that I want to use colour to really help denote my companies’ purpose and personality as the business itself is unique, individual, diverse, honest and youthful. The colours I would use within my ident are blue, white, yellow and green which will help signify that the company is fresh, growing, optimistic and confident.


I have decided to use an typeface that already exists for many reasons. Firstly; the ident I found fits the picture of what im looking for within my ident perfectly; so rather then alter it and not gain the same effect I thought I would use the typeface giving credit where appropriate. Secondly; I am inexperienced within designing typefaces and during my research I know I won’t create a good enough typeface to be satisfied with my ident so rather then give my ident something I consider poorer then other typefaces I would just prefer to use something which would be more effective. Finally; timescales, I feel if I used a pre made typeface it will save me more time for creating my ident itself as I want to develop my ident at a faster speed without struggling to design and develop a suitable ident. The style of type I have chosen to use within my ident is called ‘Ainslie’. The reason I have chosen this type in particular as I feel aesthetically it provides a youthful, calming visual which is what I want to create within my ident. Using this, alongside particular imagery, I hope to create an ident which really defines the companies’ identity. I wanted to use a bold font which stood out but yet was still relaxing and not too ‘in your face’ so that it can be noticed but still linger within the background; by using this font it would also allow the text to flow in the background as the main focus will be on the pop up pirate until the focal point changes onto the text. I want my type face to send out the right messages to my audience; one of professionalism and trust, with being able to lay back and trust our company. The typeface wants to compliment my ident but not overpower it as it will need to serve the ident appropriately.

Typography: Part 2

‘Typography is, quite simply, the art and technique of arranging type.’  http://www.creativebloq.com/typography/what-is-typography-123652

When looking into possible Typography for my ideas I will need to consider a type which will support the companies’ identity, enrich the visual appearance and is compatible with the overall design so that it blends in well. I thought I would research more into Typography as my previous post merely touched on a few key individuals, and I feel as if my idea of typography was bland as I am unknowledgeable in Typography. As soon as I hit the research I discovered that there are many terms for breaking down type; this scared me as I knew type was big but didn’t know how big.

When designing my typography I should consider:

  • Size – x height and set width is used to define the size of the type
  • Leading – this is the space between each line of type, this size would vary depending on the size of the type.
  • Tracking and kerning – kerning is to alter the points of two individual letters to create a more aesthetically pleasing result to the type while tracking does the same but using the entire word (or a large group of characters).


  • Measure – this is considering the sizing of the text block itself so that it becomes easily readable
  • Hierarchy and scale – This is altering the values of the text to differentiate the importance of each particular part. For example headers, sub headers, small print etc.

Here is an example of some of the terminology of typography and some of which I hope I can influence within my development work when designing my type. Using this will allow me to reference to particular parts of the typeface with little confusion when trying to explain alterations etc.


Key to image: 1. Bowl; 2. Stem; 3. Counter; 4. Arm; 5. Ligature; 6. Terminal; 7. Spine; 8. Ascender; 9. Apex; 10. Serif; 11. Ear; 12. Descender; 13. Crossbar; 14. Finial; 15. Ascender height; 16. Cap height; 17. X-height; 18. Baseline; 19. Descender line


Here is a piece of typography that I find particularly interesting. I love how they have literally designed the type relevant to the exact wording for example the word ‘person’ is worded using vital bones and organs. For the ‘You Love’ they have used the central point as a heart using both blue and red text which could be because of blood entering and leaving the heart. When designing my type, I may use a literal text to boldly present my companies identity in a prominently visual way. Although, the only issue with this is both my companies are two to three words long and could prove difficult. Also, in regards to good design I have always been a believer that ‘less is more’ and with so much going on within each word it could become too distracting. If I was to use this idea, I feel as if I would only use it on one word in particular so that it is empathised and simplistic.


What I like most about this typography is how removing a segment (in this particular instance, the removal of the ‘arm’) of the letter can produce such an interesting effective and diversify the logo completely. When designing my Ident I should possibly consider a similar effect so that my logo isn’t just simply a text but allow it to become more of an art.


Here are two more examples of typography, both being used to symbolize the texts purpose. For the image on the left, the text was displayed in a set format to allow the text to resemble a taxi as well as being coloured accordingly. The reason for why this text was displayed this way was because the text is actually a poem about transportation. The image on the far left (known as the Tesla type) is based around Nikola Tesla and his invention of the Tesla coil amongst other things. The creator of this font used wires to signify Tesla’s work within electronics and used each letter to be created using wire. When creating my piece, I hope I can use a similar idea so that my type can signify its intended purpose.






What I find appealing about this ident is the ‘dreamy’ (clouds, floating, the moon) feeling that Is created for the ident which ties in with the company name. Another recognisable part of the Dreamworks ident is that it changes with the different movies for example in most instances the balloons will pop to display the Dreamworks name, while in others the boy sat on the moon will be dragged off (Comical effect, for a comical movie). The iconic part of the Dreamworks ident is the music as without seeing the ident itself, you could recognise it solely by the music alone. The reason for the use of the boy on the moon is to induce nostalgia and to pull all the family into a youth mind set in order to enjoy the movie in the same way. I personally believe the boy was made see through to signify a memory of you as a child. The fishing pole or balloons could signify those key points in your childhood when you were happiest, either it be with a balloon in your hand or fishing with dad. The clouds were added to add depth later on, to signify the growing popularity of Dreamworks. The logo was created to speak to the inner innocent child that effects people on an emotional level.





The thing that stands out to me the most about the Disney Ident is the music which is iconic and just hearing it alone you know it’s a Disney production. Disney uses a range of idents but the thing that always remains the same is the ‘Disney’ font and the company name being within the ident. The ident changes for different things for example play house Disney have a different ident to the Disney films as they are aimed at different people with different interests.

The image on the left shows a more ‘child like’ version of Disney, we can see this through the use of typography looking as if a child had played with magnets and tried to create the word ‘house’ aiming the typography to its audience. The micky mouse symbol itself is iconic and symbolises Disney perfectly, but the way it is shown is as if it had been stamped by circle painted stamps, or made using yarn. Either way, is creatively designed by children for children using childrens ‘arts and crafts’ as a theme.

The Disney castle signifies a fairy tale world in which anything can happen. The colour blue is used to signify emotional depth, Trust, faith and wisdom. This is pretty much what Disney is wanting to put forward of themselves as a brand, but also what you as a consumer will receive from watching a Disney movie. The castle itself is based on Neuschwanstein Castle, in which within the logo captures the excitement and feeling that anything can happen within this castle. It also evokes feelings of romance, excitement and hope for many children and adults alike.


Three G Studio


I like the simplicity of this ident in particular although it is rather affective and unique. I believe the ident itself to have been created within Photoshop as I have seen similar styles developed within Photoshop. I really like how they have encorpriated the three swirls which ties in with the companies’ name (three swirls, three g). This is a really strong static ident, and if I was to see it again I would be able to recognise the company. This is personally one of my favourite static idents.

On a deeper level, the logo itself can signify a lot of things. Firstly, the swirls coming together can signify unity. The number of swirls could represent the fact they release triple A titles. The use of the colour red could indicate strength, power, passion and determination. This could signify that they are a productive determined company who will make powerful games that they are passionate about.





What I like most about the blizzard logo is how on the majority of their ident they link in the colour blue with the theme of an icey ‘Blizzard’ which clearly links in with the company name. Also, the ident between 1995-1997, plus some of the other idents use sounds of which to me sounds like ice colliding together or the sound of a very strong icey wind. This hasn’t really changed through the years but it has always kept itself a very bold and large in its appearance. The colour blue within the logo could signify through semiotics that the company is trustworthy, faithful and reliability.


Boing TV


Boing TV uses humour within their idents as their audience is children. I personally love how Boing alter their ident on the season or occasion as this keeps children entertained and helps them notice the ident more as it gives them something to look forward to next time it appears as you never know what you’re going to get. I think the brief would have been to create a comical skit for the audience to remember the logo. The logo is also incorporated within the cartoons it shows such as adventure time, which is a major show so it will get recognised. The ident uses a ‘boing’ sound which ties in with the company ident due to the company name.


‘The devising or choosing of names for things, especially in a science or other discipline’ –Oxford Dictionary

I thought the best way to develop my companies name would be through not only creating examples of my own, but using a generator to broaden my list before selecting an appropriate name. The reason I thought using a generator of some form would be to allow relevant words to play place within my company name but in a random mixed order which would probably not have been done before. After observation, I discovered a lot of the games productions companies end in studio, software, media, games or entertainment. It is important to have a good company name as it creates an identity for the company. I also noticed that a lot of company names either relate to the companies aims and objectives, memories personal to that company such as how they met or a deep meaning such as Nintendo standing for ‘Leave luck to heaven’.

Sega, for example, is simply a portmanteau of the words “service” and “games.” Nintendo, officially, a direct translation from the Japanese to mean “leave luck to heaven.” And Sony, well, that’s a fabricated word, a twist on the Latin word “sonus” and the familiar “sonny. – http://kotaku.com/5306796/how-to-name-a-video-game-studio–and-hopefully-get-it-right/all

List of examples:

  1. Glad River Collective
  2. Tricky Graveyard
  3. Second Time Studio
  4. Outer Horse Games
  5. Organic Island
  6. Cracked Uncle
  7. Walrus River Group
  8. Jumping Dragon
  9. Falling Winter Games
  10. Spring Banana
  11. Early Butcher Interactive
  12. Tricky Mountain Collective
  13. Chill Star
  14. Tiny Gun
  15. Happy Happiness Studio
  16. Joy Month Group
  17. Late Village
  18. Ghostly Island
  19. Long Sword Studio
  20. Wild Boar Games
  21. Black forest Entertainment
  22. Moon Gaming
  23. Blue eyes studios
  24. Orange Mountain
  25. Fire Box Productions
  26. Teeny Chainsaw Island
  27. Crimson Raider Entertainment
  28. Balloon Pirate games
  29. Forbidden Apple Studio
  30. Hot croc gaming
  31. Death Engineer
  32. South Minute
  33. Early King Group
  34. Never Princess Group
  35. Light Dragon
  36. Yellow Destruction
  37. Mad Scientist
  38. Healing Everything Studio
  39. Found Tomb Studio
  40. Speedy Enemy Group
  41. Elephant Highway
  42. Heavy Panda
  43. Inner Planet
  44. Digital Turkey Interactive
  45. Slow Goblin Studio
  46. West Night
  47. Angry Hammer
  48. Peaceful Intervention Productions
  49. Pirate Prince Studio
  50. Albino Lion Interactive
  51. Shiny Flamingo Studio
  52. Tie Dye Productions

Looking at this list, I have altered some of them to make them seem more legitimate and names that I think would be more appealing as production company names. The reason I have altered this is because the names above are raw and have just been thrown together. This is important to my development process as it allows me to develop current ideas and make them more effective. I have selected these names in particular because, as I mentioned before, they have either a sentimental meaning to the company, suggest company aims and objectives or have a meaning behind the words chosen. These are the ideas I have developed;

  1. Tiny Dragon Studios
  2. Chill Star Games
  3. Cracked Walrus Entertainment
  4. Happy Gun Interactive
  5. Gamedom Entertainment
  6. Speedy Elephant Productions
  7. Albino Pirate Studio
  8. Angry Sword Interactive
  9. Digital Horse
  10. Ghostly Sword Entertainment

The three in particular that I like are Gamedom Entertainment, Albino Pirate Studios and Tiny Dragon Studios. Using a similar format to Sega, I formed games and freedom together as that’s what I want my company to be about on a basic level; the freedom to game with no limitations.

My second idea was Tiny Dragon Studios. This was created with meaning for me on a personal level as we are a small company (heh just me) and it ties in with my development blog, and also the fact I would base my Logo around an RPG/Dragon/Fantasy theme. I think that I will progress with both ideas before setting solely on the one name as this allows me to develop both further and see what is more effective.

Albino Pirate Studios I really like as I feel the albino pirate studios would stand out as Albino creatures and people are unique and different visually. I thought by having this within my design would make the company stand out and promote our aims of wanting to think outside of the box of generic gaming.

After a discussion with my tutor, we agreed that using Gamedom Entertainment would be a bad idea as it could be misread to inappropriate wording. So from this discussion, I thought it would be a wise idea to get rid of this idea and move on with developing my current ideas of Albino Pirate and Tiny Dragon Studios. I will update this post at a later date to confirm where I am with the development of my idea.


I was asked to look into different types of Typography and look into articles in which designers who have worked on branding or logos have discuissed this. I thought I would first investigate into a few typographers and then look for an artical on my main subject which is Paul Rand.

Pablo Cánepa


I really like this typography as the designer has used three rabbits within the logo design. I thought this really pulled the brand into the logo (Bad Rabbits, using rabbits within their logo) and also just simply made the logo look really unique. This isnt something I have personally seen done before and considering its so simple, I doubt I would have been able to think of doing something like this without researching into other creatives first.

Turner Duckworth


2  type

I think this typography is really awesome in how they manage to put the ‘truce’ into itself again. I have seen a similar thing done with tattoos and its nice to see something like this done for a logo as it really does play with your mind. I thought I would look into this typographer, and to my delight I discovered some phrases within interviews which I felt really fit with my previous work on logos and idents. I discovered that during the process of creating idents and logos, the company would ‘rotate other designers in and out of the team to keep the ideas fresh. we use a process we call ‘distant crit’. creative teams or individuals in the sister office review work in progress and provide input.’ This is a great idea to keep new ideas flooding in but to also be reviewed on their ideas by people external to the project so that the critique is similar to that of someone outside the company observing it.

  Dominique Falla


Researching into more typographers I discovered Dominique, and looking into her I discovered an interview in which she says the following;

After illustrating for 20 years, hand-drawing type comes naturally to her: “I don’t think I could ever be bothered scrolling through hundreds of typefaces on my computer anymore. It’s just easier for me to get out the sketch book. I also think typography is a passion that once you develop it, it becomes an obsession. I have that obsession now but when I was a student, I hated type. I just didn’t understand it, but something clicked along the way and now it’s all I want to use in my work.”

Just as a side note, This links in with me as a creative as we are asked to use the sketchbook as an alternative to digital sketches. I find that using my sketchbook helps me more then just rushing straight to digital forms of expression, and that when using my sketchbook I end up coming up with better prototypes in regards to creativity. I think if I was to develop my own typography, then I would begin in my sketchbook just as Dominique suggests.

“I get bored very easily, and I also think if there’s a concept behind what the piece is saying, the way it says it should also reinforce the concept. My thought process usually goes “what am I trying to say?” and then once I devise a quote or statement, I try and work out if anything in the statement suggests a medium or technique. So far thankfully, it has.” This applies to logos and idents as these should be inforced by the imagery and typography what the company is about or what they are wanting to put forward. This should be thought through fully and experimented with on a range of designs before settling for one. I have never really thought about coming up with a phrase before developing the design, and thinking about it now it could possibly help as it would possibly help me in thinking out of the box when developing logos or idents. Maybe even if just listing key words rather then a phrase? Its something to consider.

Trying new things each time however doesn’t come without risk of failure: “Oh yes, I’ve had many false starts, pieces that didn’t quite work, pieces that needed fixing and so on. Sometimes they’re so bad that I’m forced to change my concept mid-project. I read somewhere it’s called ‘confusion endurance’. You don’t always know what you’re doing but you need to cultivate the energy to just keep going anyway.”

Paul Randhttp://www.paul-rand.com/foundation/thoughts_logosflags/

4 5

Paul Rand is an American Graphic Designer, born in August 15,1914. He was well known for his coporate logo designs such as :- “IBM”, “UPS”, “Enron”, “Westinghouse”, “ABC” and ”Steve Jobs NeXT” although his most famous was the IBM logo which currently still is the logo for this major company.

Bad design is frequently the consequence of mindless dabbling, and the difficulty is not confined merely to the design of logos. This lack of understanding pervades all visual design.

To me, this really says a lot as some of the bad designs I have noticed seem to be designed by people who don’t know their company, or their companies market. They seem to ‘dabble’ in something their don’t know much about which would affect the overall logo not achieving its purpose.

When a logo is designed is irrelevant; quality, not vintage nor vanity, is the determining factor.

I agree, I don’t think the age of the logo matters, but it’s the overall quality which defines a good logo and a bad logo. For example if a logo was made 50 years ago, and it was bad, seeing it now would still make it bad. The same applies for good logos hence why the IBM Logo has remained the same, it’s a good logo, despite its age.

If, in the business of communications, “image is king,” the essence of this image, the logo, is a jewel in its crown. 

A logo should help a business’s image shine through, acting as a flag for the company, but not act as the company itself.


That’s an understatement. There are essentially two kinds of typography: The familiar kind for reading, and the other, simply for viewing, like a painting. Some say that readability is most important. There are really two important things about typography: readability and beauty; both are equally important..

I agree with all of this statement, but the ending is what stands out most to me. Typography is its own art, thus it should be beautiful in its own right but what I find most annoying about some typography is that it is unreadable and hard to interpret. This leaves the typography ineffective as it does not serve its purpose for example…



Semiotics: Recognising meaning, and creating meaning

I thought I would reflect on the differences between signifiers and signified, objects and signs in order to gain a better understanding, Although iv spoken about this before it was very long winded so I thought id create a more simplified version which is structured so it can have a clear definition of the differences between each and what each actually are. So, here are my definitions of each!

  • Signified –  This is the physical object which is giving a message for example..

nosmokeLIFE-SYMBOLS-fish-300x176 Pokemon symbols

Each of these symbols have a meaning behind them, from left to right these are: No smoking, Christanity, Pokemon type symbols.

  • Signifier – This is the actual meaning and the reasoning for a signifer, for example..


There can be more then one variation of a signifier, for example a heart doesn’t have to just mean love, it can also mean passion. Another example could be a can of coke, this doesn’t simply mean a beverage, it could signify thirst. Each of these signify a different meaning, but with just seeing the image we know what it relates to. This is why logo’s are so effective when applying both signifiers and signified as by simply seeing a particular symbol or even colour can remind you of a company, so applying this effectively is just a basic mechanic to good marketing.

What I like in particular in regards to semiotics is the use of colour and how it can be used effectively; colour can really make a difference when designing a logo as it leads to how people will interpritate that business at first glance.

In the sphere of marketing and advertising, brand identity is the visual essence of a business or organization. Visual identity is often highly correlated with color through symbolism. The chosen color, in consort with other aspects of the design, has the potential to project the entire flavor of the organization to the world. – http://understandinggraphics.com

If you would like to read more within semiotics, then please check out my other blog post

Patrick Bremer

Researching into new artists in order to find and create a list of inspirational individuals whos art I like and want to steal from and use elements within my own pieces, I discovered Patrick Bremer through the website  Pinterest. He was born 1982 in Brighton and studyed at Wimbledon College of Art in London. The reason I enjoy this artists work is due to his ability to make something that could of been a standard portrait into something so colourful and diverse. He uses a range of newspaper and magazine scrap to create some magnificent pieces, although he does paint and draw too but I find his collage pieces are his forté. I tried to find who was the inspiration for some of Patrick Bremers art yet this information is unobtainable. What I did find is several websites that Patrick Bremer is mentioned on which are very good websites for finding inspiration such as Pintrest, Theinsperationgrid and Artistaday; I think I will use these for definate in the future!

Here are a few of Patrick Bremer’s works that I personally enjoyed the most;

Patrick Bremer

Siren of Titan

Patrick Bremer Maria

Maria Bonita

The images I have taken can be located on his webpage and I really think you should all check him out as he is an incredible artist. I hope you enjoy him as much as I have!




Adaptation: Props, objects and vehicles

During this lesson we looked at the differences between a ‘props buyer’ and a ‘product designer‘ so in order to define this correctly I will give you my own definition of both which was influenced from Gareth’s blog but also from what I researched myself.

Props buyer – these individuals are people who examine the idea (script/story/plot) and decide on what’s needed for it in regards to props. They carefully monitor and control the amount of spending. They know that some objects are key and will effect how convincing the scene will be.

Product designer – they create new products or physical objects by generating new ideas, concept development and even changing existing ideas to make them more cost effective and functional. They create everything from chairs to clocks to computers. They use drawings, 3D models and computer generated designs to help them present and express their ideas. There are many things a product designer has to consider other then aesthetics although this is a major part of what needs to be considered. There is a lot to consider when designing a product but here are a few considerations which spring to mind, these are technology, usability, being cost effective and materials needed.

During the concept stage of product design, the designer must consider the entire product during this period such as how the product will move or bend at the users will. This allows you to have a greater sense of what the product will be able to achieve before it is even prototyped. Linking to this, we were asked to create a list of 36 items which could be placed within our environment to give it a particular feel for our game. I have given this list some thought and although the items seem random just reading them straight off the list, it is simply because my environment is an ‘abandoned house’ which was filled with outdated junk which has managed to find its way into the house.

Here are 42 items that I thought would fit nicely into my environment:

  1. Chairs
  2. Tables
  3. Lamp
  4. Books
  5. Baskets
  6. Carrier bags
  7. TV
  8. Old war Radio
  9. Dolls
  10. Empty food boxes
  11. Toilet seat
  12. Old microwave
  13. Metal bed frame
  14. Wired telephone
  15. Broken Pottery
  16. Rusted Chains
  17. Medical posters
  18. Empty shotgun rounds
  19. Broken Sofa
  20. VHS Tapes
  21. Picture frames
  22. Jugs
  23. Screw driver
  24. Broken mattress
  25. Teddy bear
  26. Metal iron
  27. Cot
  28. Sheets used to cover furniture
  29. Wooden cross meant to be placed on the wall
  30. Many variations of clocks both analogue and digital
  31. Coat hangers
  32. Food casing (sandwich packets, crisp packets etc)
  33. Old movie posters
  34. Newspaper clippings
  35. Cushions
  36. Plant pots
  37. Candles
  38. Skateboard
  39. Old rusted red pick up truck

‘Adaption’ Mini Brief: Environment design styles

I want to really consider the best way forward for my environment design, looking closely at artist made me want to create an distorted environment inspired by such artists like Tim Burton and Mark Ryden but with a really dark horror aesthetic. I hope to have a texas chainsaw massacre feel when designing my environments as this is the atmosphere I am wanting to create. By using the images below as influence, I will try encorperate this within my design as it would make my game more unique but also playing with distortion can allow people to become more septiable to fear.


Mark Rhyden