PRESENTATION

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De s i g n C o n t ex t NERDOLOGY:

Defini ti on

Nerdology; the word that defines a subculture that started with the resurgence of 'geek chic'. Being a nerd is an individual who engages with educational mediums with excitement, be it on a particular academic subject, or finding out who really shot first: Han or Greedo. Nerds are shelved as isolated, socially inept beings who only go outside the house to buy the latest edition of New Scientist or to buy more xbox points, but in recent years the term is coined when a 'norm' observes said nerd engaging with an activity that is extra curricular or not attuned to their own social activities/ engagements.


S C I E N C E : O VER VIEW This section will cover the editorial/publication section of the context book, including illustrators and designers inclusively. The main focus of this section aims to define why science is so important in today’s society with articles linked in from reliable sources. - Intro - Science is great and an important if not underrated and overlooked part of our society that relies heavily on ignorance and simplified concepts into a illustrated, digestable form. - Vis. Com. in the '50s - This is important as this era was a time when lots of new scientific discoveries were being disclosed to the public, who often found the new ideas confusing, so making adverts that adequately communicated the effectiveness of said new technology was detrimental to enlightening the unwashed masses. It looks at the designers who played a critical role in conforming to the aesthetic trends at the time and yet redefined them because of the role technology played in informing their work. - Modern Information - This section covers the importance and relevance of the practice of visual communication in todays society. In particular, it looks at recent scientific journals/magazines that help eliminating ignorance and how certain individuals tackle complex briefs such as illustrating how fission works and how to work within set boundaries in context with a publication.


SCIENCE:

Erik Nitsche


SCIENCE:

otto neurath GERD ARNTZ

This semiotic section refers to the practice of signs and their importance throughout modern history. This section backs up the verified claims of scientists and journalists alike, supported by the visual evidence put forward and displayed by designers/illustrators/artists of the time. The use of isotypes are as current today as they were then, it also relates to the primal importance of visual communication.


SCIENCE:

Juan solon/1 ALAN DALBY/2

This sections goes deeper into design/production, with a focus on editorial design, layout and illustration in context. It highlights the importance of illustration as a visual aid when communicating to a larger audience. There will be an interview with whoever emails back first. The focus of this section is predominantly on the individuals who contribute to the sector.

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NATALIE WOOD/3 ALAN DALBY/4 2


SCIENCE: 3

Juan solon/1 ALAN DALBY/2

NATALIE WOOD/3 Guy fernandez/4 4


G A M E S : O VER VIEW In particular, I will cover all areas inclusive under this broad spectrum of design. With this in mind, the back of the book would have a glossary of terms, whilst exploring more textual based theory aspects of the genre, looking at the quickest changing industry in history and how it accompanies trends in reality, both in design and society. - Intro - Video games as art, functioning aesthetic, escapism and entertainment through interactive story telling. Why indie games are the saviour of the industry and allow for greater freedom and promotion than conventional medias. - The Art of Gaming - This subsection explores in detail what sort of visuals make it into games, what influences artists/illustrators and how they are being implemented by some of the coolest people on the planet. Features on the illustrators/artists behind the games, what they do in their spare time and where they get inspiration from. - Culture of Gaming - Defining the entertainment genre, why there are fanboys, who writes to sate the cynical masses and looking at designers who have gotten famous from their work on a culture that envies the success of films and hollywood. Interviews with designers/illustrators and why they love games, why they think they are important and a bit of a visual explosion on the subject with some juicy designs. (Games in sequence to left; Minecraft, Skyrim and Jet Set Radio Future)


G A M E S :

THE BEHEMOTH


G A M E S :

THE BEHEMOTH


G A M E S :

Olly moss


G A M E S :

ILLUSTRATORS & culture

campbell whyte


tunes & toons: O VER VIEW This section is the least focused in terms of theory and reflects a general interest in the composition, colour and illustrative nature of designers/illustrators. - Intro - I like music and I love cartoons. Both can sum up a generation or create a statement. Music posters have become an illustrators game, where anyone can get involved, no matter their style, the same goes for cartoons. No longer the sexualised stylings of Disney, instead a more laxed approach to the practice. - Musically Inclined - This subsection explores in detail what sort of work is produced for low-budget to high budget music marketing. Covers a range of styles that have informed my practice and highlights the importance of good colour choices as well as obscure formats contributing to overall impact. - Banging Toons - This section is dedicated to the artowrk behind the moving image. Looking at galleries devoted to fanboy artwork from other designers and an some responses from Pendleton Ward. Generally it covers some of my favourite cartoons that made me want to draw.


tunes:

LUKE DROZD/1 lonny unitus/2

Explores the use of colour/limited colour and the processes behind each solution/posters success. The narrative of the illustrators creative journey and exploration is documented chronologically through their posters.

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toons :

Pendleton ward/1 augenblick studios/2

j. g. quintel/3

Looks at how contemporary cartoons still have artistic merit and are still a source of great illustration. Focuses on character development and how they ineteract with background/composition.

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toons : 3

Pendleton ward/1 augenblick studios/2

j. g. quintel/3


N E R D O LOGY

s u mmar y

BOOKS

Websites

CONTACT

These particular books bear reference to illustration in context with briefs currently undertaken and general interest.

These are some of the links/sites are relative to each section/subsection in accordance with the context brief.

People I have contacted/waiting for a reply/ chasing up.

PICNIC: Pop Folk, Contemporary Illustration

www.jambonbon.com www.8bitcollective.com www.gallery88.com www.misterhipp.blogspot.com www.studio8design.com www.frederator.blogspot.com www.gigposters.com www.bradenlamb.com www.drozd.com www.sugarfrostedgoodness.com www.inkygoods.com www.owtcreative.com www.shelligator.com www.posterroast.com www.armyofcats.com www.triforcemadness.blogspot.com www.thelittlechimpsociety.com www.magspreads.com

Prints, Formats and Finishes: The Designer’s Illustrated Guide to Brochures, Catalogs, Bags, Labels, Packaging and Promotion. How To Be An Illustrator Secrets of Digital Illustration: A Masterclass in Commercial Image-making I Heart Design: Remarkable Graphic Design Cold War Modern: Design 1920-1960 I Swear I Use No Art At All: Book Design Editorial Design: 1940-1970 A History Of Graphic Design Going Freelance Pulled: A Book On Screenprinting

Pendleton Ward: Illustrator - reply, waiting for questions to be answered Luke Drozd: Illustrator - waiting for reply Fraser Muggeridge: Designer - pending dates to visit. Dan Hipp: Illustrator - reply, waiting for questions to be answered. Alan Dalby: Illustratror/editorial - waiting for reply Derek Eads: Illustrator - waiting for reply Augenblick Studios - chasing up Jack Teagle: Illustrator - chasing up


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