I have a lot of mixed feelings about this project
and while I feel that I managed to deliver products that hit a
certain standard there’s definitely area's to reflect on and things
to learn. I'm definitely happy with the way each of the products
turned out and overall think that it went well. I'm going to break
down each product, what the thought process going into the product
was and any conclusions and lessons that can be found.
Cover
When I set out to design the cover I really wanted
it to look authentic, to really nail down the essence that makes up a
good DVD cover. This appeals into my design, where I borrowed a lot
of the core elements from other covers and baked them into my own
design, approaching the assignment as if I was mocking a real DVD
cover for a company. There is definitely some aspects of the design
that fall flat. The back cover is quite plain in comparison to most
DVD covers, the gradient doesn't really hold it together as much as I
would like. The inclusion of other companies logo's instead of
creating fake companies, really takes away from some legitimacy
because obviously these companies are not related to my film. This
extends to the Actors as well, I'm covered by copyright due to this
project being developed for educational purposes but using completely
original images to make the cover might have gave the cover a more
original feel.
That’s not to say that I didn't have a reason
for using established Actors. One of the huge backbones behind the
design process was 'how will this cover effect the trailer and
label.' I'm not strong at original creations and my artistic talent
isn't very strong. My strongest area is probably in my ability of
recreation and trying to build something that looks authentic. I
wanted to lean towards this strength and by using borrowed content,
it makes not only the cover easier to create but it especially makes
the trailer much easier to develop.
In the end I feel the cover looks really good.
There is some definite noticeable downsides what with the lack of
SVG's and the amount of effects that are displayed on the front. I do
feel that the front cover is too busy, but when I was developing the
cover at the time I felt that I needed to showcase more techniques
for the sake of the assignment. This is a thought I ended up
discarding with the label and especially the trailer, as I would
rather the work look simple and elegant then be complicated and over
the top. I want the overall product to represent what I'm tasked to
create, and not a showcase of random aspects of the program's I
developed the product in.
I definitely feel that I succeeded in developing a
cover that looks authentic (to a degree) and showcases all the
techniques that is required by the assignment. If I were to use this
in some kind of portfolio I would be proud to include it in there,
providing the job is not high scale which I think is the best
criteria to judge each component of the project on. The design
process while was very much touch and feel, worked pretty well with
my work being slightly more efficient then what I had imagined.
If I were to redo the cover I would definitely
focus on getting better quality sources or creating more original
content. I didn't get any SVG's because I found it hard to find good
sources for the graphics I needed, and I didn't want to bog down so
much time finding resources that only slightly improve the quality of
the image. There's definitely places where some of the certification
looks terrible, but the certification being there is still adding
authenticity to the cover, its still performing its job. However, I
can't deny that using original content would have made some area's a
lot easier. original content gives you a lot more control over how
things can be posed, or how things appear. If I had the artistic
talent to draw, making a cover for a self created animated movie for
example would give huge creative breadth that photo manipulating and
composition couldn’t reach.
Label
The label was quite difficult to devleop for as a
whole, mainly due to how frustrating I found Illustrator to work in.
When I browsed through my DVD collection I saw that a lot of DVD
labels were either very simple in design, or simply placed a photo
over the top. This led me to go for a simple vector based approach as
it allowed me to showcase the Illustrator skills needed but also
allowed me to keep it within my skill range.
Going by my blog its quite clear that I didn't do
any real design planning or idea running when it came to the label. A
big part of this was thinking up the dual katana idea and just
running with it. Illustrator was a program that I very much disliked
and vector editing in general was something that I wasn't really
interested in so I felt that adapting an easy idea quickly would
ensure I kept my focus. I felt that the idea in the end worked out
okay, the katana as a whole are terribly drawn but the clouds behind
them and the DVD-esque information really helps sell it as a proper
DVD label. I even think that the cartoony aspect of the katana
actually adds something a bit to the label , and that if they were
just rasterized photos of katana something would be taken away from
the feel of the label.
Again an issue with the SVG's appear here as well,
showcasing that SVG's are pretty important in the general design of
published goods. If I were designing for a real company though, they
would probably have access to the SVG's needed anyway, so I don't
particularly feel the exclusion of them to be a huge demerit to my
work. It's still something to reflect on though.
In general I feel that the label looks good abet a
little amateurish. There could have been some other effects or extra
tricks I could have showcased off in Illustrator but it was really
hard to justify including them. DVD labels are inherently supposed to
be simple, and vectors in general are simple objects so needlessly
adding effects feels like it would detract from the look of the
label. One interesting feature I did like was the Image Trace, as it
allowed me to use my pixed based cloud background as a vector based
image. The image tracing managed to keep the same essence of the
image, but almost turn it into a painting or cartoon form, making it
conform better with the daggers and improving the overall look of the
label.
One huge problem I ran into was that versions of
Illustrator are not really as cross compatible as cross versions of
Photoshop. I developed my label on Illustrator CC as I only had
access to the trial at home, when I would bring in my work into class
my layer information would be completely lost and the image
flattened. Eventually my trial ran out and I had to find some
backhanded method of gaining the CS6 Trials to continue to use the
software at home legally. I don't really consider this a fair
criticism of my planning, as I didn’t choose to pick an expensive
software package as the basis of the assignment. Spending 100+ for 2
months use of the Adobe suite it something that I can't justify as
clever spending, and I would rather my image be flattened if it saves
me money.
If I were to do it again I think I would actually
use Photoshop to develop the label instead. Illustrator gave me a lot
of issues and half the time it didn’t feel as intuitive to use as
Photoshop, a lot of the mistakes that I made creating the katana
could have been rectified if I had used a program I was more familiar
with. If I were forced to use Illustrator, I would try to maintain
the same version if it through the entire process as well, as losing
my layer's is really aggravating. I was lucky that the image was
flattened after it had mostly been completed. An argument could also
be made for having more rigorous design documentation as well. I had
the idea for the label but I really didn't document it at all, which
is sloppy professionalism.
Trailer
To be honest, by the time I arrived to make the
trailer I was pretty tired of this assignment. After the DVD cover,
my focus has been keeping things simple and like the DVD label I
already had an idea before going into the making process. This again
made me skip many of the fundamental planning stages behind the the
design process which is hugely sloppy in terms of professionalism and
is definitely something I should work on.
The reason I chose actors from movies I owned,
knew and loved is because creating a trailer using original footage
is an immense undertaking. The creative freedom is huge but the
amount of time and effort that is needed to collect all the source
footage and edit it down was something that I simply felt wasn't
needed. The assignment calls for me to showcase my Premiere skills,
and my goal is to create a trailer, recording and editing raw footage
is easy enough that it doesn't really justify the time spent doing
all that work. This could be consider me not being really into the
creative process behind the assignment any more, and that would
probably be accurate but I also felt that I could still create a
decent trailer by using footage I was familiar with.
In Dragon Tiger Gate I vividly remember the scene
where Donnie Yen walks through the field and I instantly knew that it
was perfect for a trailer narrative. I was going to see the Raid 2:
Redemption and one of the trailers for that movie had a static clip,
with cuts over it, starting out showcasing the characters and then
ramping up into action. I knew that if I took the design choices from
that trailer and applied it to my film sources Id be able to develop
something that at least looks passable as a trailer.
At first I thought the trailer came out pretty
poorly and my vision for it seemed quite astray. The music track
didn't really leave me much variance in changing up the feel of the
trailer much so it ended up being quite bland. As soon as I changed
the track however, the trailer infinitely improved, flowing with the
trailers narrative much better and making it a lot more visually
interesting. One huge problem was that I was very much 'freestyling'
the trailer, which meant that I didn't record the first attempt or
log it, as the design process was very iterative. I'm not sure how a
real professional would design a trailer like this, but constantly
manipulating clips and trying out different timings and tracks
definitely felt really natural.
The biggest decision I had to make was effect
wise. As all my footage is sourced from films and mostly edited
themselves, I didn't actually have any real need for any effects.
Apart from the transition at the end, and the effect time-line work
on the title, there wasn’t really a need for any fancy effects.
However, not including any effects makes the representation of my
Premiere skills much lower then what they could have possibly been.
It was a question of possibly making my trailer look more ugly, or
adding needless complications for the sake of it or trying to keep my
trailer simple and professional. The Raid 2 trailer didn't seem to
have many effects either, mainly sticking to just simple cuts. 1
minute of film time isn't a lot of time and in that small time frame
you want to convey the feel of the movie and the scope of the movie,
so distracting effects could take away from the content of the
trailer. If I was using original footage or green screens, I could
easily implement keys and garbage mattes, but there was no need to
apply a fake green screen to my source films just for the sake of
showcasing these skills. However, if the assignment was purely a
Premiere assignment and I had more time and more creative freedom It
would have been worth it to explore the deeper parts of not only
Première but After Effects as well.
Aside from that point, if I were to redo the
trailer again I would intend to keep more rigorous design
documentation and maybe apply myself a bit further. I would also try
a different approach to the trailer, my design choice I felt was
perfect for such a small time frame as pretty much all 1 minute
trailers are cuts or fades to clips, but maybe parody some old style
trailers or more dramatic style of trailer would have been fun.
Conclusion
Overall I felt that I handled the project fairly
well. There are definitely times where my professionalism lacks, but
I constantly kept the idea and goal of the product in mind with every
decision I made. In the professional world, authenticity is going to
be more important then creativity as familiarity is a huge part of
marketing. This was the premise behind a lot of my design choices and
I feel like I managed to produce 3 products that act in the way they
are supposed to. Work ethic has probably impacted some of the work
towards the end, but I feel that’s due to how the assignment is
structured, the blog post's were really un-fun and I think that
influenced some of my decisions as to include certain features or
not. Time management wasn't too much off an issue on the project, and
I managed to keep relatively paced throughout the entire time. In
hindsight however I might have done design documentation for all 3
products at the start, rather then considering the designs one after
the next as it would have helped me produce much better design
documentation for the other 2 products.
No comments:
Post a Comment