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Showing posts from March, 2018

RTLTR III: 2017- Almanya auf Arabisch/ دويتشلاند باللغة العربية

We now find ourselves at the end of 2017, at the inception of a new project: Almanya auf Arabisch, which is conceived as a series of workshops in and around refugee camps, targeted at Arabic-speaking residents interested in integrating in Germany. And I have a written brief detailing what the design is supposed to communicate to a number of target audiences- when working with NGO's this is a rare and precious thing to hang on to. This occasion was enriched by detailed discussions around exact design placements, some serendipity in transparencies and the colour palette we had established over the last year. We decided early on that the Logo would include alphabetical and cartographical (fancy for: a map) elements. I still find the map questionable, as it delineates a geographic border which does not represent the breadth of its population and inhabitants in their entirety. But it is an understandable graphic representation which does not include beer, sausages, Lederhosen or

Two Minutes: Power

Power is a very versatile parasite that feeds off belief, which is given. No Power is ever really taken, only given, or coerced over time- it can be demanded, demonstrated, rumored and/or reported, but it is not established until all involved voice their consent that what is on display is, indeed power, and not a display of fear. Once consent is given, an asymmetrical dynamic that is almost impossible to dismantle is established- ideas tend to flourish once they germinate. (Also: Zap)

Jakarta

In other news:  https://soundcloud.com/jakarta-records

COG I: A Good Game, A Long Thought (2)

Caram on Games (COG) is an occasional ramble in which I discuss computer gaming, gaming culture and how I perceive them, in an attempt to talk about a medium that I've always been passionate about, or at least enjoyed. Every part is an exploration of thoughts, meaning that it comes together as it is written- so while they may meander for a while, a point will eventually be reached. Maybe. After a lot of words, and sometimes numbers. You have been warned.  Let's start with the basics: 0. What makes a good game? This question has as many answers as there are ways to make a game, and most of them are subjective, dependent on how the individual gamer experiences their play, how deeply they are willing to delve into the details surrounding a game and how much time this will take, expectations towards gameplay and stortytelling, the studio and publisher, familiarity with methods of non-linear stories… This answer becomes more complicated from a publication and development pers

Two Minutes: Agreement (the)

The Agreement was the basis. Introduced and spread through media, it laid out the contract that upheld the Society, outlining the rights and duties of each citizen and the state that enveloped them, protecting them from any manner of harm from others.  The main right and duty of every citizen was to consume- to uphold the loop of capital that flowed from them to the commercial entities and then back to them through taxes. This system had been introduced in recognition of the fact that, although most basic needs had long since been satisfied, it now fell to every individual to express their individuality by indulging it as much as possible. To this end, a key of goods associated with every permissable type was created and frequently updated, describing the correct way of accessorizing to signal your adherence to a certain worldview. Depending on your monthly investment, your credit for the next month was adjusted. The more you spend, the more you get back (minus interest)- tha

RTLTR II: Some time later 2016/2016

Over the course of the year that followed, we put out a number of print products, oriented around the colouring and visual style of the guide- again, having set that precedent to follow, we found it to be more expedient not to reinvent the roundness of the wheel every time, but to try to make a better wheel every time. 2016 did not bring more publications, to my disappointment (and some relief- those things are hard work), but it did provide several opportunities to play around with what we had already developed, and see how it dealt with the ever-changing contexts. And so followed a year of banners, flyers the aforementioned reprint of the "Best Practices" guide. Without going into too much detail, I think I can describe this period as business as usual- we had a certain basic vocabulary established, and familiar with that, we expressed ourselves through it and adapted it into new shapes and contexts.   Throughout year, we realised that the logo we had sta

COG I: A Good Game, A Long Thought

Caram on Games (COG) is an occasional ramble in which I discuss computer gaming, gaming culture and how I perceive them, in an attempt to talk about a medium that I've always been passionate about, or at least enjoyed. Every part is an exploration of thoughts, meaning that it comes together as it is written- so while they may meander for a while, a point will eventually be reached. Maybe. After a lot of talking. And fewer pictures than befits a visual medium.  Let's start with the basics: 0. What makes a good game? This question has as many answers as there are ways to make a game, and most of them are subjective, dependent on how the individual gamer experiences their play, how deeply they are willing to delve into the details surrounding a game and how much time this will take, expectations towards gameplay and stortytelling, the studio and publisher, familiarity with methods of non-linear stories… This answer becomes more complicated from a publication and developm

RTLTR I: Beginnings

I've been giving myself too little leeway (and reverse escapism) to focus on the little, but nonetheless satisfying little things that pay the bills and ensure that the a negative worldview remains in a firm state of semi-negative, rather than bleak. In this series, I would like to talk about the road that lead to the development of a logo- and a few other things for an NGO. We've been working together for a few years now, so there is a lot to cover, beginning in 2015, which, at the rate at which information currently races through the pipes dedicated to it, feels like it was decades ago- dog years have become human years in their compression. I'm calling this a personal design history, as it is somewhere between a case study and an account of my personal involvement and philosophy during a design process and thus utterly subjective and may not apply in other cases.   Let's start here:  My main body of work, when not arguably artistic*, deals with bilin