Back in September, I was tasked with creating this poster for a flood relief benefit that was organized to help victims affected by the south Louisiana flood in mid-August. At the time, I had just read books on Massimo Vignelli and Michael Bierut, and I had been looking into Swiss grid design and their strong, successful use of Helvetica. I was ready to put what I had learned to use.
This 22×36 poster was one of the first results of that research and education. As always, I tried to keep it simple, bold, and readable/legible (yes, in the graphic design world these are actually two different things). The relief benefit was held at WFR Church, and I’m happy that we were able to help some of the many folks who lost everything they had in the flood.
This is a poster I recently designed for Shattered, featuring Alexandre Chaudret’s excellent work on the game’s 8 playable races. I had designed an earlier poster about a year ago, but after discussing it with the team, we felt like it would be a great idea to focus on each race and how each presents very unique choices to the player. I always thought that the race selection for this game was very unorthodox, and it was one of the reasons that drew me to work on this game.
While coming up with ideas for this poster, I was reminded of how some games used to come packaged with posters that were not advertising pieces, but full of information that were aimed at getting you excited about the game and its world. Elder Scrolls came with a world map, Supreme Commander and Star Wars: Rebellion came with charts of their enormous unit list. These were excellent marketing ideas executed by their respective companies, and like any good nerdy kid, I would hang this stuff up in my room or put it up on my bulletin board.
So, here we have a piece that’s not so much like a film poster, but more like a chart or infographic designed to give important information to the player (or potential player) and also to give them some insight into the game world and what they’re getting into. I think it turned out rather well, and I’m very happy to be able to work with people like Alexandre and the Shattered team in order to deliver some cool pieces such as this.