UNIT 2

I was tasked with creating a logo for a creative enterprise, so I decided to make a logo for a horror games company as that is pretty much what I want to pursue in the future. I decided immediately that I wanted to use a skull as the primary imagery as skulls have a very defined recognizable shape & unsettling connotations which fits perfectly for the brand I am trying to create. To figure out the best shape for the logo I experimented with a few different designs, attempting different styles, perspectives, and levels of detail. For the logos that I looked at I found the most effective ones, the ones that catch your eye and stick in your head, are usually fairly minimalist, omitting unnecessary details to focus on the core imagery. For my logo I decided that the core was the eyes, as the creepy factor of feeling watched effectively conveyed the emotion of what I am producing. I cut the skull down to just the front facing eyes, nose, and cheeks. This way the eyes are the focus but it is still recognizable as a skull. I am happy with the final design as it economically achieves the intended emotion, is recognizable for what it is while still being minimalist, and is distinct and eye catching.

Next I moved onto the presentation of my design. For this I used Adobe illustrator to create further variations experimenting with different framing, details, colour, and text. I designed a quick type face for my logo's text, and I tried to design it all to be slightly odd. I used small extra details and non-uniform shapes with smoothed right angles to create a font that feels a bit off-kilter that connotates the abstract nature of the products I would produce under this brand. I also played around a bit more with the level of detail on the skull, as I was unsure of whether the level of detail was not enough for it to be recognized as a skull, and that the eyes, which are the most important and effective part of the logo, were not detailed enough. I tried adding some teeth to the skull but I felt it made the skull look a bit goofy, and when asking my peers they felt that it's conveyance without the teeth was fine. I also experimented filling the eye sockets with concentric circles and spirals, to further sell the feeling that the products of this brand were "maddeningly scary." I ended up deciding against this in the end though, as I felt the use of negative space in the eyes was more effectively creepy, and the extra detail in the eyes felt too messy. After that I tested out some different framing designs and structures. The one that I found I liked the most (seen below) I thought was effective because it maintained the minimalist style and effectively brought they observers eye to the middle by framing it with text, placing emphasis on the imagery which is the goal.



Enterprise Website Design Plan



Business Model Case Study



Reaching out to industry professionals



List of industry contacts

Game Cover Concept


I created this hypothetical game cover prototype to try and decide how I wanted to stylize my promotional materials for my horror products.
Self-directed Case Study







Insurance Presentation

Autumn Mini- Collaborative Projects
Elon Musk Music video, worked with Josh and Jude
Haunted forest game project with Josh
This project was a 3D animated music video created in Blender inspired by the works of Sophie and Aphex Twin. I did the 40ish seconds of 3D VFX for this video and Josh Scrivener and Jude Bowden collaborated to create the track.

This project was an atmospheric horror exploration game where you hunted ghosts in a haunted Japanese forest. The gameplay and visuals were created by me and Josh Scrivener created the ambient music piece to accompany it.
Moving forward

During one of my QA sessions with Perry we discussed the launch of Nysko's game the Dwarves Of Glistenveld, and I took notes on it so that I could refer back to his advice when I launch one of my own products.
