Friday, 25 May 2012

Creative Development: Curating

With the Game Republic Showcase and the End of year show coming up soon I'm going to have to think about how I will be presenting myself as even little things such as the choice of font can make an impact on people.

Firstly I have to decide on what title I should give the exhibit as this too creates a preconception in people's minds when they read. The title of an exhibit is basically like a cover of a book, they say you shouldn't judge but we do it anyway. Exhibition titles should give people a feel of what the images and works they will see before they actually do, this can also be applied to a theme.

So for example if an exhibit reads "Indians of the old west" in a very minimalist type one would expect to see pieces of art that portray Native Americans in a sober light, perhaps in black and white photos or in abstract sculptures that respect their culture, people wouldn't expect to see a bunch of life size sculptures of John Wayne shooting people in the face.

Titles and signs can do a lot in terms of giving people expectations of what they will see and it's these kinds of choices one has to be careful of. In my case I think the exhibit that will and myself will present will simply be called "Gutsy's Quest" after the title of the game we've developed as it's a part of the Digital Film, Game and Animation exhibit it would not steer people astray from what they're expecting to see and as far as signage goes I think using the Gutsy's Quest logo will be more than adequate as it would narrow people's expectations of it being film to either and animation or game.

One example of the power of fonts in building people's expectations and complimenting the work you would present is this official logo for the "Comics vs Games", the font is relatively simple but is reminiscent of the art movement constructivism, with it's bold graphics it would be best to choose a font that best compliments the image.

The actual exhibit for Comics Vs Games was quite different from what I was expecting (The concept was get indie comic artists to design the art direction with programmers making the games) and this logo for the exhibit was my favourite piece, so this really does acts as a good example of what a good choice in font can do for building preconceptions of what a show should contain.

For the exhibit we would want to explain the ideas behind the game we've built and the process that we under took to get there, such as the steps and methods we took for designing, modelling texturing the characters and the world they're supposed to inhibit, the ideas behind the gameplay, the audience we're aiming for and generally the aim of the project in a clear an concise manner, to help this along we'll be presenting key images that respond to the development of the game to help annotate the process.

One example of promoting our exhibit is the use of Gutsy's Quest Logo stickers, we feel by keeping this theme about the work there is little to no chance for misleading peoples expectations by presenting a very clear. On the logo I used the basic font of Ariel Black (seen used in the image to the right here) but with several strokes around the image to make it bolder, I've used this font on the concept art sheets as well so it would make it the only sensible choice. I chose Ariel Black as it's a great font that's clear and easy to read and doesn't seem much of a departure of the "perfect" helvetica font, which should make it seem some what easier on the eyes of viewers. I think by keeping with Ariel Black it show's we've kind of claimed it as the font got Gutsy's Quest and when used with the shield logo is a pretty clear indication to our work. So with this in mind we hope to implement these choices and present our work in the best possible way whilst making sure people know exactly what they can expect to see from promotional images such as asigns and what not.

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