Monday, September 19, 2011

Logo Build "Thing Collaboratory"

Project Brief:


The Client:
Thinq Collaboratory Contact: Lisa Moody

Project Overview:
To design a logo build for the film company, Thinq Collaboratory.

Objective:
Using Thinq Collaboratory’s existing logo, design a 7-10 second logo animation that captures the tone and attitude of Thinq Collaboratory. (Logo may be downloaded on Google Sites under Handouts and Templates).


Word list Brainstorming:

Lab
Science
liquid
numbers
formulas
chemistry
cells
biology
think bubble
brainstorming
secret
creepy
revolution
fight
challenging
manipulation
clever



Think:
mazze
analysis
light bulb
electricity
tornillos
perspective
eye


Collaboratory:
microscope
cells


Research about the company:

Thinq Collaboratoy: a modern, revolutionary independent international film company.
 A large collaboration of people/talent/ideas.

Goal: Change perspective of people, challenge their way of thinking. Polemic and controversial. "Pushing the limits".

Message: Things aren't as they appear, transformation.

General Feeling: Evolution

Logo concept:
Thinking bubble, created out of a never ending line. Mazze represents analysis, intellect, and direction.

Location: Toronto

actors: international well known

calmness and coolness even though the lack of direction

Demographics:  the statistical characteristics of a  particular population.

age range: 18-50
gender: 55% male, 45% female
personality: clever, cerebral, analytical
social status: in college educated
employment status: Student

Why they are different:
Polemic, daring,

Person profile:
Student,
glasses
confident
studies political science
not preppy, but has class

Psycographics: 

THE QUEST OF LIFE

Like any game, we give our viewers the tools to think, and the problems to analyze and they choose what way they wish to take in order to solve it. The issues and problems are there, now they must find a solution for it. Wether its to ignore it and continue their lives as if nothing was happening. Or to take action and do something about it. What will be the outcome of this quest? Only they can know. 

The animation will consist of a game trapped within a maze, uncertain of where they will en up. It is the decisions they make that will allow them to reach or not their final destination. Ending with the resolution of the maze which then turns into a thought (or speech) bubble representing the way their mind and way of thinking. The main instrument they must use in order to make a difference. 




THE BIG BROTHER SOCIETY

A suppressed society, taught to think and act in a particular way.  Where there is only one right and one wrong dictated by the leaders of society, Big Brother watching over you. A feeling of intimidation, secrecy and fear overrules. No one is able to speak up, they are all blinded by their pre fabricated minds, brainwashed and controlled, society has become an entity composed of puppets. Tired of being controlled, a group of individuals rebel against this power. The consecuence: freedom.

PLATO'S CAVE:




After presenting the three differente concepts to the class, to my surprise, the concept that the class liked the most, and the one chosen, was the first one. The one I least liked, and spent least time on.  Its interesting and I'm sure it won't be the last time this will happen. It just makes you think and understand that in the end its the client the one who chooses the concept, so you should make sure that the three concepts you present, you like and enjoy because afterwards if your least favorite one is chosen, then you won't enjoy executing it and probably won't do such a good job on.

It's going to be a challenge, I'm aware of that, but I'm going to try and put all my efforts for it to come out equally good as if I had done any of the other two. 


FINAL STORYBOARD FOR "THINQ COLLABORATORY"


The process of this project from beginning to end was very interesting. I feel I've learned a lot, from the research aspect of it, learning about the different techniques and methods. For example creating our imaginary character to base our concepts on, according to what he would be expected to enjoy in these films.
After this, comes the pitching of our three concepts, and the fact that my least favorite concept was chosen  actually helped me a lot, in realizing how things really work in the real world of design, and how sometimes we will have to put our heads down and accept that the project is not for us, hence it's not our opinion being represented but rather the client's. 

From this, then came the presentation of our storyboards, and execution of our concepts. I would say this was by far the best part of the process mainly because its the point at which your ideas come to life, and you finally get to be truly create and invent. 

Last but not least, refining our storyboards and seeing your product come to life. I believe that a good storyboard is based on the idea that not only the client understands what you want, but that in the case that this was given to an animator to recreate. They would be able to execute your idea, just by looking and reading the storyboard descriptions. I believe that after a lot of work, my storyboard has in fact reached this point, and clearly is able to express what the animation is going to be like.





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