Typography

Forms, Fliers, and various projects that required a harmony between information and style.

These are flyers I created for different Jazz shows or events. The nature of a Jazz session is pretty far off from a Punk show. So the grit and DIY look doesn't work. Most of my favorite posters are the ones where i was given the time to digitally trace images, and fill them with rich colors. But in a lot of the work I've done, the art is already chosen by the patron, and it's my job to find a way to include all the copy they need conveyed in a way that makes the work catchy and gorgeous. These are examples of the character sheets I've designed for various games. Most of my fellow players know me for being the person that shows up to the first three sessions with a new, revised version of customized printed materials, before I settle on a perfect iteration. In each of these examples I had to work with limited space, set information, open-ended problems about function, and style. These next three pieces are examples of when I've had to take complex amounts of information, or complex forms of communication, and turned them into something that you enjoy looking at. The first example is a "menu" for Games on Demand, a group of volunteers and artists that demo various independent game designs at almost every major convention. The menu needed to show what game is offered, tell the player who their host would be, while also communicating quickly and easily how many players, how long the game would take. By using logos and limiting the number of lines to sign up for on each menu, I managed to create implied information that was easy to see at a glance.

The second example is a laundry list of information my client wanted for an A-board outside her Créperie truck. The list was exhaustive, but by playing with the type and adding little details the sign came together as a form of art that passers by wanted to stop and see.

The final example is an entirely vector re-created map of the a certain Galaxy Far, Far Away. I needed to draw the path of an exploratory crew on a fictional vessel that was lost to the ages. Each layer of the file can be toggled for visibility, giving my players one print out, myself another, and both of us a third, as the story would unfold and the route would be revealed.