Monday, 10 December 2018

Design Development: Logo Design

The logotype wanted to have a neutral and clean tone of voice, as to appeal to an all-inclusive, genderless educational sector. The language and concepts of the game are such that it would conventionally appeal to a younger audience (possible 8-13) however due to varying literacy skills across the nation, it did not want to alienate older students who are at this literacy level. Accordingly, the logotype initially looked into adopting a simple, straightforward design.

The initial ideas considered kerning, as well as the tones of upper vs lower case lettering, and italics to show a hierarchy between the main title and sub-heading.
There is a need for the sub-heading to contextualise the game, making it easily placeable and understandable, whilst the title adds the element of fun and mystery, appealing to the older buyer. 
After a peer critique, the logotype experimented with more engaging and playful designs, as the initial ideas were labelled too 'clinical' for a elementary game. The design agreed with this constructive criticism and tried to play with ways that would encompass the 'all-inclusiveness' of the design ideology, as well as the concepts behind 'Phantasmagoria' as a word connoting optical illusion, a scene that changes, and most notably 'a bizarre or fantastic combination, collection, or assemblage'.

Therefore, in response, the logotype utilised the circular visual language of planets, whilst thinking about the context of the game. If it is to be used in lessons and demonstrations, it wants to be read from all angles. Using the circle, the design reflects the wording to achieve this within its 'all-inclusive' output. It also uses a fading effect to visualise the word, so that although it may not be understood at first, its meaning can be translated through design. 

The design considered contrasting circular shapes with linear ones to reflect its concepts, however this seemed forced and so was rejected.


The final logotype considered the game as a box, and thus utilises its layout to best communicate the visual language of the design, mirroring the legibility of a group surrounding the game within the concept. It thus places the logotype in bold on the top, with the name again in bold type on one side, and the sub-heading in normal, smaller type, on the other side. 

The final touches of the main logotype considers the name 'the planetary game' within its output, by simply moving the shadow of the right dot point, as to resemble the moon phases.







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