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    Logo design and brand development

    Typeface is a brand-led creative agency. This means that the approach at Typeface aims to keep focus on the overall feel, message and tone of the client offering. Each piece of creative, whether it’s a logo, website or a brochure should feel on brand.

    Typeface will guide you through a creative process that combines classic techniques with digital perfection. Typeface involves clients in the creative process because it doesn’t have to be dressed up, it’s already exciting.

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    Archive for the ‘Typeface Key Influencers’ Category

    ​​Jurassic Park – A masterclass in branding perfection and the reason you should judge a book by its cover

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    Crichton is rarely subtle in his themes and texts. He’s a methodical author, who builds believable worlds and uses a ton of research and knowledge to do that.

    Spielberg, on the other hand is an emotional architect. He knows how to connect with his audience on an empathetic level. He understands spectacle and he knows how coax our inner child out.

    I feel that Jurassic Park the movie manages to communicate aspects of Crichton’s philosophy and themes perfectly, in a concise understandable way. It does that by dropping the audience in to its world, it doesn’t over explain things. It shows.

    Yes scenarios were removed from the book for the movie. For the sake of hitting story beats and moving things along, some characters were blended together. As a fan of the book as well as the movie, it’s difficult to ignore Spielberg’s treatment of Gennaro, which was borderline criminal. But it’s also important to see the movie and book as completely separate texts.

    We could talk about the second book, and how the author was reluctant to write a sequel. We could talk about the modern sequels and how they tease that satire of corporate over consumption, a lack of new ideas and fast fashion but don’t quite hit the mark. But instead let’s just talk about a graphic designer’s love for Jurassic Park in its context.

    It’s 1994

    I fell in love with Jurassic Park, like every other 12 year old because dinosaurs were cool. I feel it’s hard to explain just how cool dinosaurs were to a kid in the 80s, dinosaurs were fresh.

    This was the first movie I watched multiple times at the cinema. I remember my Grandad taking me, and then my uncle, and visiting the little cinema in Wincanton on my own for the first time so I could see it again. Dinosaurs were cool, but this was something else. There was an undertone that I really enjoyed, it was a package, an experience. For two hours there was no question that this world existed, it was real and believable.

    From a film perspective and at its core, Jurassic Park works for four reasons.

    • The story carries a moral philosophy and it contains that classic warning of man’s hubris. Who doesn’t love that? 
    • We follow a group of innocents against an unstoppable natural disaster, but something entirely avoidable. 
    • This is a classic horror film on par with Alien and The Thing. And we see it through the lens of Stephen Spielberg at his peak; he just gets it, he understands how to create movies for people. Movies that scare adults and children can lose themselves in.
    • Finally, it looks the part.

    The scene that explains the phenomenon

    “Before you even knew what you had, you patented it and packaged it and slapped it on a plastic lunchbox, and now you’re selling it, you want to sell it.”

    Ian Malcolm, the audience’s cynical voice. If we see Jurassic Park’s spectacle and horror through Lex and Tim’s eyes, we question its morals through Ian’s. That’s what the recent Jurassic World movies have tried to communicate, and it’s where they’ve all fallen short because Jurassic Park is sincere in its on-site gift shop, its lunchboxes, its t-shirts, its branded Jeeps, its signage, its typography and its prime Chilean sea bass.

    It was all there in the background, it brought you in to its world and that’s what sold the idea.

    Put simply, Jurassic Park is branding perfection. It straddles the line of product placement and toy selling but it does it with a cheeky wink to its audience.

    Come on, just look at that logo. No expense was spared.

    That (damned) book cover

    The Jurassic Park logo itself was a combination of the book cover designed by American graphic designer and book cover artist Chip Kidd in 1990 and designer Sandy Collora. Kidd is a prolific book cover designer, and a graphic design legend. Working for Alfred A. Knopf publishing house under the Penguin Random House umbrella, he’s designed thousands of book covers and has worked with authors such as Haruki Murakami, David Sedaris and Neil Gaiman. If you have a book shelf (and you should) then you have some of his work. Collora is no less prolific, having worked on Predator, the Crow, Dogma and Men in Black.

    It’s hard to overstate how important the Jurassic Park logo is to the overall tone and feeling of the series. The idea that you shouldn’t judge a book by its cover is repeated a lot, but in the context of books that’s kind of the whole point. Books are sold on the strength of their imagery, nobody is taking a gamble in Waterstones on a random book unless it jumps off the shelves begging to be turned over.

    The masterstroke for Jurassic Park was taking that image and using it to build out the visual side of the film. Production designer Rick Carter pulled together a coherent, believable aesthetic. Everything is branded in Jurassic Park and it all started with that perfect book cover from 1990.

    A diegetic branding masterclass

    Diegetic design in the context of movies is a design element or language that doesn’t just exist for the audience. It’s a living, breathing part of the world that characters are aware of and can interact with. Jurassic Park takes this further than most movies by having products on display to show its commercialisation of nature.

    Design is an integral part of the Jurassic Park world. It doesn’t just exist as product to be purchased by excited moviegoers post-consumption; it’s something that the characters in the movie are aware of. The sinister undertone that no expense was spared is purely on a visual level, of course we the audience know that corners were cut, but not the things that mattered most to Hammond; presentation, visuals and experience.

    Analyse the things you like and find out why you like them

    Contrary to Jurassic Park’s core message, I do like to consume media. I enjoy rewatching too, to see what’s happening in the background or to interact with it again as I gain new context. it’s important that designers take notes from as many sources of media as possible.

    Design knowledge comes as much from education as it does experience. Education is the foundation that teaches us how to interpret and learn, while experience is what shapes us; It’s what influences us and gives us perspective. As a media and film production student in the early 2000’s I was lucky to be exposed to media I wouldn’t have otherwise have looked for, it also gave me the tools to look at the things I loved and to understand why they resonated. As a professional graphic designer of over 20 years I constantly find myself looking at work outside the obvious design space to see why it clicks with me and to understand how it works using my context as a creative.

    Starting a morally ambiguous dinosaur cloning park? I’m probably not the person for you, if you’re looking for coherency and brand thinking then you’ve come to the right place. Contact Typeface today.

    Design influences, LS Lowry

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    I had my professional headshots taken by Chris Ball. He’s a fantastic portrait and advertising photographer with a very distinct style; he balances technical quality with the artistic knowledge it takes to get the best out of his client.

    Being a great photographer isn’t about having all the best kit or knowing how to use every feature on the camera. On the other extreme it’s not about having an encyclopaedic knowledge of composition or a library of Ansel Adams landscapes. It’s about knowing what needs to be communicated and understanding the process needed to achieve that result. Great photographers craft images by manipulating their environment and showing the audience what they see.

    Chris has produced beautifully-lit, technically brilliant automotive work for the likes of Mercedes Benz and shot numerous commercial lifestyle and advertising campaigns for the likes of Network Rail and Petronas. You should definitely check his work out.

    So, why is a graphic designer talking about headshots in an article about a painter?

    Because I chose Chris for two reasons:

    One, I understand how he works and the care he puts in to his work. He brings his canvas with him and plans his tools for each shoot.

    Two, I wanted a particular style of image.

    I wrote about the differences between artists, stylists and designers from a design perspective in the ‘What’s your aesthetic‘ post. I’ve also written about the creatives who influenced me over the years, including Tracey Emin, Andy Warhol, The Designer’s Republic. And at some point I’ll finish that article about my biggest influence, Paul Rand.

    But this is about local working class hero, artist Laurence Stephen Lowry.

    Technically, brilliant

    Like Picasso, Lowry was an accomplished artist who later developed his own style. There’s a theme with creative people; they quickly learn the rules, then they spend the rest of their time either trying to bend those rules, or subvert and repurpose them.

    Blurring the lines

    I see Lowry as an illustrator who used urgency and texture in his images. His pencil drawings look quick and rushed, the closer you look at them the more you’re drawn in and the longer you spend with one of his images the more you realise how layered and careful they are. Made up from small flicks and careful strokes that look fast and messy from a distance, yet have too much detail and commitment behind them to be thoughtless.

    Canvas and paint have a very special relationship, Lowry embraced this in his paintings. He knew how his tools worked and he produced simple but effortlessly detailed images with careful, layered pencil and brush strokes using the texture of his canvas and paper to add weight. That connection to his canvas especially comes through when he chooses to use oils, it helps give movement and life to his work.

    Lowry understood his tools and he used them in sympathetic ways.

    His method makes sense if you compare him to painters like Jackson Pollock. Both Lowry and Pollock used knowledge and mastery of paint to add depth, texture and a sense of movement to their work in a way that nobody else could. Like a Pollock, a quick glance at a Lowry and you might think ‘I could do that’. That’s a fair assumption for a lot of people to make, but it comes from a place of seeing the end product and that simplicity coming forward from chaos and complexity. That effortless child-like element to Lowry’s works is not a simple thing to achieve, it takes decades of experience.

    “It took me four years to paint like Raphael, but a lifetime to paint like a child.” – Pablo Picasso.

    Some of Lowry’s paintings use colour and texture that can’t be replicated on a screen, you have to see Head of a Man in person to appreciate the contrast between the tired reds of the eyes, those rough white highlights, flat skin and that deep blue opulent background.

    It’s also fair to say that you’ll never get the best out of a physical image when viewing it on a screen. Pollock’s work is impossibly complex, layered, huge and intimidating. It should never be judged as a thumbnail on a screen. Lowry is similar. His seascapes will swallow you up, some images are small and humble and invite you to move closer, some are funny, most are honest but they all have to be seen in context to be appreciated.

    A product of his time

    Using bold contrasting colours to pick out features that other portrait painters wouldn’t usually draw attention to. Dark shadows, gaunt faces, tired eyes. The end result could be honest, sometimes grotesque and sometimes difficult to enjoy; but always interesting and often endearing.

    You really have to see his work in context. While there are many private collections, Lowry created some 1,000 paintings and 8,000 drawings so you shouldn’t have to go far to see a Lowry for yourself. The Tate, London has 23 Lowry drawings and paintings in their collection, you can view them by appointment here.

    The very best way to experience his work is by visiting the largest collection of LS Lowry works, owned by Salford City Council.

    Previously it was housed at Salford Museum & Art Gallery, but now The Lowry collection lives in a custom built art gallery and theatre; The Lowry in Salford. The Lowry is home to a collection of over 400 paintings and drawings, as well as video, photos and very knowledgeable, friendly staff.

    A visit to the Lowry is always recommended if you’re in Manchester. If you are in the area then speak to Typeface, I’ll be more than happy to take you around the gallery and share my own experiences of LS Lowry and his work.

    If you’d like to support the Lowry centre by keeping our cultural heritage alive and accessible for the next generation of creatives to enjoy and be inspired by, then you should check out the pieces of work available via the adopt a Lowry programme.

    Why Warhol?

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    Why am I obsessed with Andy Warhol?

    Warhol’s work and the way he thought about his work resonates. It’s intentionally throwaway, technically perfect but deliberately imperfect at the same time, his subjects are immediately recognisable because he shamelessly recycled culture under the guise of providing culture. He took the disposable and drew attention to it. His work was aggressively aware; in fact, it’s borderline abusive in its delivery because if you don’t know anything about the subject or the process or the context around the subject, or why the subject was even chosen in the first place; well then it simply doesn’t care.

    Warhol’s work took its subjects and basked in their incredibility, it made them available and by extention it made itself credible. It could be purchased, an ‘original’, for a price that you could afford. Can’t afford a full-size, one of 100 Mao print? Purchase one of 1000 A4 size Monroe prints… Warhol’s ethos and method was perfect. For his contemporaries, for designers – it’s a template. For the consumer who buys in the the idea of ‘the artist’ as a genius, one-of-a-kind, font of creativity; well then its easy to dismiss and potentially uncomfortable to talk about.

    Warhol took the exclusive, elitist, insular art world and subverted the entire thing in that he made the dirty little production secrets, the behind closed doors deals, the hedonistic art world his punctuation marks. He assembled a coherent language and used the disposability of modern culture as his footnotes. He packaged and sold it back to bankers, real estate moguls, advertising consultants. Art as business. Art as commodity. Art as a thing to be owned, experienced, enjoyed and ultimately repainted over again when the next big thing came along. It tapped in to the late 70s, early 80s vein of decadence and self made superstars, he took popular culture from its audience and sold it back to them as cultural artifacts.

    He sounds just great. So why Warhol?

    Warhol’s studio – Factory – employed a number of up and coming talent, working on screens, stretching canvas, even applying paint and producing work. Knowing this may cheapen Warhol as an artist for some people, to dilute him. For Typeface, it cements him as somebody who understood the tone and direction of cultural trends and the need for accessible, exclusive, easy to produce product. He produced and sold a lifestyle, a snapshot of the decadent, and you could have it in a colour that matched your rug.

    It’s this production process that echoes the tone of his work. The very serious Andy Warhol as Creative Director, Andy Warhol and his design agency; producing art as commodity, all under one brand.

    Factory worked in a similar way to many now established design agencies. Some agencies do a great job of continuing the Factory spirit, often selling creative work under a brand or name that no longer has any attachment to its original namesakes.

    Both modern Design and Art studios take that Factory template, the studio template, but they treat it very differently.

    In the art world, Damien Hirst as a studio seems to be a dirty little secret when compared to the design world’s take on the seasoned thought leader/designer with a hand picked team. The notion that you may be getting a watered down work of art because there is a process and a team behind it is contrasted by the idea that your business gets more value and experience when a larger design team works on your project.

    Wolff Olins, Pentagram etc all started life under the superstar designer. In the case of Wolff Olins, those superstar designers moved on decades ago, leaving behind a still trading, incredibly well respected company. But are they Wolff Olins in pedigree and brand name only? Typeface doesn’t think so. If Wolf Olins can continue on in name, and the work still defines trends, and they’re still known for that classic Wolff Olins style, then surely the ethos has endured in to the next generation to inspire and be built upon?

    None of this is separate, and that’s the point. Duchamp, Picasso, Rand, Warhol. Through to Basquiat, Banksy, Hirst and Emin. These are ongoing cultural conversations that splinter and branch. We move, as people living in the Digital Golden Age, between concepts made real and the physical seamlessly. Our world is one that’s punctuated with moments of instant gratification alongside instant disappointment. We consume, we reassess; adapt and move on. Warhol created and marketed the disposable to the consumer, he was so good at it that his disposable work dictated the ethos and tone of many of today’s contemporary artists. He was so good that his disposable throwaway commodities became relatable cultural touchstones that now command their own galleries, they went on to influence and dictate the thinkers and artists that we work with and look up to today. It’s important to understand your roots; but it’s also important to understand why they’re your roots, and what you can take from them.

    And that’s why I like Andy Warhol.

    On how the Designers Republic sculpted childhoods

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    The Designers Republic are somewhat legendary. The Sheffield studio had a look and a style that shone through their work. Confident architectural shapes, thick lines, constrained abstracts and a very modern almost Japanese asthetic. While the studio itself closed doors in 2009, their work which spans back to the late 80s, still looks fresh. They worked with Aphex Twin, Pulp, The Orb. As well as brands like Adidas, Nokia and MTV. The impact that Designers Republic had on the way the 90s looked can’t be undersold and the influence they’ve had on today’s designers runs deep.

    Back in 1995, Sony began their quest towards world domination, placing PlayStation kiosks in dance clubs across the UK in a very targeted marketing campaign. This was a brave move, they were selling to a hyper-aware audience, quick to react to and to define trends. Importantly, this was a market that could smell bullshit. What Sony shipped in the demo kiosks was a genuinely exciting new experience that made full use of their new PlayStation hardware. However, while Wipeout was a technical masterpiece at the time; there are arguably more enduring aspects that define it as a cultural touchstone.

    Firstly, Wipeout didn’t just take influence from the UK club scene: It took the UK club scene. Music supplied and produced by Orbital, Leftfield and Chemical Brothers was presented alongside futuristic 3d visuals, twisting and winding tracks. A truly visceral experience.

    But there was something else there, under those flashy graphics, independent of the music and the visuals. A genuine beating heart that also had its roots in the UK club scene, that came from Sheffield design studio, Designers Republic.

    It’s interesting to compartmentalise Wipeout. You can split it easily in to the music, the visuals and that other thing. The thing that makes the experience complete, that you can’t quite put your finger on. This game just looks great. Every part of it looks great. Everything belongs and nothing looks out of place.

    Brand languages

    Liverpool based developer Psygnosis asked Designers Republic to produce a series of brands for each of the games futuristic racing teams. Each team would have its own logo and brand language, this follows through to trackside advertisements sponsor logos and background billboards. In fact, each track is littered with adverts for in game teams and fictional products alongside real world Red Bull adverts. This is branding at it’s best, the fictional made tangible and relatable.

    It’s this care and attention to detail that grounds the experience, creating a universe and a language that doesn’t need to be explained; it just exists. This is F1 with hovercraft, it has no story but the setting is established and the experience is rich. Wipeout is peak Designers Republic; it’s confident and bold, it references its pedigree and it has an ordered, other worldly feel to it.

    Legacy

    Designers Republic has a legacy that spans decades, genres, disciplines and media. But it’s their influence on the sport that they referenced 22 years ago that Typeface finds most interesting.

    Wipeout came out in 1995, it was a snapshot of the future. Fast, smooth racing, pounding beats and slick graphic design. It referenced F1 and the brand language that surrounds modern teams and sponsors. Now either Designers Republic had the foresight and vision to take modern F1 branding to its logical conclusion, predicting the future only a couple of decades early. Or contemporary sports teams and brands are looking towards video games and esports to stay visually relevant. Here is the 2017 Formula 1 rebrand. It’s very slick.

    And here’s the typeface, F1 Regular.

    It’s not unusual for a brand to have its own typeface. With the saturation of high resolution screens on even mid range laptops, mobiles and tablets; brands are able to invest in and re-use high quality assets like custom fonts. The F1 font is gorgeous. Angular, architectural and kinetic. It’s familiar though, which starts to make sense when you deconstruct it.

    The above is the typeface used in Wipeout. In menus, on screen text and background imagery. Produced in 1995 by Designers Republic. This is used at the very basic level of interaction, before we even get to see the hovercraft, the sponsors and the brand languages. Before we even get to race.

    This is the typeface used on the cover of the box that the game came in, and it perfectly describes the content contained inside.

    There is a very special breed of artist that can follow something to its logical conclusion. Almost seeming to predict the future. Graphic designers should be able to produce work that both references the past and looks towards the future. Enduring work that inspires trends doesn’t have to rely on them if it’s aware of its audience, how they react and where they’re going.

    Designers Republic may have closed their doors, and Wipeout, while still a great experience, looks tired and is very much a product of its time. But the work produced by Designers Republic still looks unique and it still inspires modern brands, aesthetic and today’s designers.

    More Reading

    Graham Smith at The Logo Smith wrote a great article that delves in to the history of the Wipeout logo, which you can read here on Archive.org.  

    This article has been featured on Wikipediahttps://en.wikipedia.org/wiki/Wipeout_(video_game) [Morley, Pete (19 June 2018). “On how the Designers Republic sculpted childhoods”. Retrieved 12 January 2024.]

    Look at the things you’re ignoring

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    Look at the things you don’t like. Then ask yourself why you don’t like them.

    Graffiti is a great example of this. People tend to see the value or they hate it. There really isn’t much middle ground.

    As a collective and as lovers of contemporary art  – as long as it’s presented correctly – society will fawn over a Banksy because we know its OK to do so. We’ll go to see their ironic takeover of an art gallery, or absorb the review in the Guardian’s Culture section on a Monday morning. The real irony being that we are giving weight to a street artist collective based on the setting and them meeting our own expectations. The exclusivity is still there, it still exists but now it’s accessible. If you want it. The real treat, the bones of the statement is all laid out in plain sight … Of all the cities Banksy could have held an art gallery takeover in, they chose Bristol.

    Bristol. A living, breathing canvas. How many London Police murals or Invader mosaics went unnoticed as punters walked through that constantly evolving, trendsetting urban gallery to the Bristol Museum? Were we, the audience, the joke all along? And knowing that, how am I, ‘the audience’ supposed to feel? Uncomfortable?

    Isn’t art great.

    Typeface – or rather, Pete – has a relationship with Tracey Emin that borders on the abusive. I used to rant about her work and resent that she was Artist du Jour and our focus at college. A regular Duchamp unfolding in front of our eyes.

    I saw her work and thought I could do that. Even though I hadn’t done that. As a Film student I’d laugh at at her childish use of Film, pointing out how none of the shots were framed correctly. I’d say all this, sat in a dark screening room in the Tate, Liverpool, watching her home movie for the fourth time in a row. I’d read articles, reviews and interviews with Tracey just to wind myself up, If I didn’t see them organically and I knew she’d released new work then I’d seek them out. I’d rant about her if she came up in conversation. I’d learn about her work so I could dismiss it with eloquence, just to sound like I knew what I was talking about.

    Then one day in 2009 it clicked, and I realised that she’s held my attention for over ten years now. She’s made me constantly question what I think I know about art. Her perspective and the way she looks at the world is so different to mine, that she gave me an insight into a world that I had no frame of reference for; or any right to be peering in to. She wasn’t worthy to me because she wasn’t Hirst, or Perry; I knew they were good. Yet I hated her output so much that I read about new works, I’d go to see them, I’d pour over them. She made me feel such a strong emotional reaction that one day, mid rant, I realised this is one of my favourite artists of all time. And I hate what she does.

    She was only doing what every artist for 100 years had been doing. Trying to answer Duchamp’s question, using her own voice and experience. Let’s not forget, in his time Duchamp shook the world by asking what is art, and he asked it with an artwork that was literally designed to funnel piss.

    Looking around you is difficult

    Actually look around you. Look at your surroundings. Look at them because they’re yours, you might not like aspects of them but they can belong to you if you let them. On the commute, in your neighbourhood; look at the things you’re trying not to notice. Our day-to-day life is rife with culture that we choose not to see. We look at design, at art, at other people’s experience every day and we dismiss them because we dont have the tools, the frame of reference or the history to understand them. We dismiss things because they aren’t presented in a way that we’re told is OK. Conversely we accept things when we’re told this is fine, you can enjoy this thing, but only in this setting. 

    Introduction to Art versus Design

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    Are art and design interchangeable? Where is the overlap?

    It’s fun to generalise.

    Effective design is about communicating a message. To do that, we need three things. Firstly, to define the audience, their culture and their tone. We need to define and simplify the message, where does the client fit in to the wider cultural landscape, what value does the client add? We need to identify the client’s needs and set clear goals; from increased web traffic, higher sales or a heightened brand awareness.

    A well designed piece of creative doesn’t have to be aesthetically pleasing to be effective. It probably shouldn’t follow trends. It should be aware of its audience and their needs, and it probably shouldn’t pose more questions than it answers.

    Art doesn’t need to be aesthetically pleasing either. It doesn’t really need to be anything. It doesn’t have to evoke feeling or meaning because it can lean on it’s audience to answer questions based on their own personal experience. It can open the artist up to an audience because it’s allowed to be vulnerable. Art is allowed to be difficult to understand and it’s allowed to rely on the work, cultural touchstones and questions asked by previous artists.

    2017 marked 100 years since Duchamp posed the question “what is art?”, and for 100 years artists have been trying to answer his question in their own way. In contrast, Typeface muse Paul Rand embraced simplicity, utilitarianism and symbolism to make the statement “this is design”.

    Art asks questions, while Design answers questions, but where is the overlap? What do you get when you take the brutal simplicity of a urinal and compare what came after it with the constrained Godfather of modern graphic design?

    You get Andy Warhol. Warhol is where things start to get complicated and that’s why he’s exciting. Over the next few months, Typeface will try to explore this intertwined world of art and design; touching on some of the influencers who have sculpted the thought and ethos behind the creative process and method behind Typeface as both a commercial product and as a creative agency.