Showing posts with label logos. Show all posts
Showing posts with label logos. Show all posts

Friday, February 09, 2024

Sage Francis 3.0: an always-evolving logo

Artist, record label boss and rapper Sage Francis has just unveiled his new logo, over 20 years since I first fell in love with his records, 18 years since I did the biggest art project of my life on his work, 16 years since I did a piece of art that wasn’t meant to be a logo but became one, 17 years since I did his first proper ‘new logo’, and ten years since I designed him another ‘new logo’. Like the artist himself, this is a logo — and a relationship — that doesn't stay still!

We never sat down to do a logo, to brainstorm or sign an NDA or moodboard or A/B test or anything else. It’s been a fully organic journey. The first one was actually a piece specially created for the 2007 Manhattan outing of our big Sage-inspired show, If A Girl Writes Off The World (a pre-Adobe Dreamweaver-built site will open up. I built it myself and it’s so poignantly 2007). It was picked up and put onto some of the hoodies in Sage’s Strange Famous merch range — best-sellers at that. Detailed and writhing, it was made with a very fine Nikko-G nib and black ink. The original is actually very small, and framed in our hallway.

The second was kind of accidental as it was made for the cover of Sage’s 2007 album Human The Death Dance. It just kind of…started to get used on things, posters, ads, posts and merch. In the way that a logo does, I suppose. Made with an inkpen and nib, it featured sad faces and a minimal slope, just designed to peer over the shoulder of the man himself, next to a watermark-like Death. With hindsight, it was flimsy and odd, but then again…unlike a lot of my formal client commisssions, I hadn’t ‘sat down to design a logo’.

The album cover. Which was almost…
…this one instead.

The one that came after that was also for an album, 2014’s Copper Gone. It formed part of a single piece of ink-on-paper art but once again lived a life of its own, and served as Sage’s identity for the ten years prior the current one. I almost can’t believe myself the huge spans of time I’m casually throwing around here, by the way — but those are the dates, and this is the longevity of it all.

Again if I’d known at the time that this would be deployed in the way it was, there are things I’d have changed — but would it have improved anything? Not sure. Really not sure, but at some point someone filled it in and made it solid — which wasn’t a cool move, and around that time I began thinking, I really need to do that properly, or scrap it and do the whole thing again.

Eventually I did. I can’t remember whether I just did it and sent it to Sage with a note saying ‘this really needed doing’, or whether he asked — it doesn’t matter — but the outcome is this one. This time I *did* sit down to ‘make a logo’ from the roots put down by the Copper Gone iteration, but clean and clear. I faffed and tweaked and moved vector points and smoothed out bezier curves then undid it all, and repeat, eventually creating so many versions I think we actually really should have done some A/B testing. But there it is.

There are still things I’d change, even now, and it may or may not serve for another ten years. But I like the organic and slightly clumsy way all of these were done. They sort of ‘happened’, which is very different from the art-directed, purposeful, accountable way I do my other work.

The final. I think. Not sure. I like it. Sage likes it. But do I like one of the other versions more? We can always use one of those…can’t we…I think. We fly in the face of your Logo Rules, sir!

When Sage posted it to the fans, most people just loved it and started slapping money on the counter for the T shirt. Someone said ‘Francis’ reads as a completely different word. Someone else said having seen it they’re now expecting a country album (which I applauded).

I still look at it and see a curve I would change, bits I’d move, and I stare at it till I’m logo-blind. But honestly, I wouldn’t have it any other way.

Thanks Sagey for the wholesomely organic way we do things, every time.

(If you want to read more, there’s a bunch of historic blogs here).

P.S.; this one was a wild card, and Did Not Make It. Nor shall it ever…I think…


Thursday, November 30, 2023

A Logo for Maine.


My new logo for the US state of Maine has begun to roll out in the last few weeks, and it's a thrill to see it.

It began in early January 2023 with an email from creative Jordan and VP Neal at Miles Partnership, asking if I'd like to have a stab at updating the logo for the state of Maine. 

Now all I know about Maine can be summed up in three points: 1. Our friend, the poet Andrea Gibson was born there. 2. It's huge and beautiful, and 3. Stephen King!!! 

I said yes and within a couple of weeks was hashing out some proposals. The Miles team had made my job easier by carrying out acres of research with the inhabitants of the state itself. They'd got a stack of feedback on what they liked about the original logo, what they didn't; what living in Maine meant to them, what they thought of when they pictured their home state, and hundreds more answers to in-depth and nuanced, thoughtful questions.

The existing Maine logo looked like this:

The core feedback was that the logo felt "outdated, bland and uninspiring, particularly among Maine visitors". When asked what the new logo should be, the answer that came back most often was "bold" - but with the near-unanimous caveat that it should nod to the traditional nature of Maine.

The findings came to me in an extremely thorough 45-page document which formed the backbone of my thinking. 'Organic, craft, charm, outdoors, nature, wood, trees, breathtaking, rustic, authenticity and sustainability' were other pivotal words which came out of the research.

And that was plenty for me to go on! I had the final logo in mind almost immediately, but presented lots of different looks to the team. After all, sometimes it's just as useful for the client to see what they DON'T want as it is for them to see what they do. All but a couple were analogue, made with ink, crayons, pens and pencil on paper, I was keen to communicate movement with solidness and history; contemporary energy with tradition. 

A still from one of the WIP videos I made while working on the logo.

While wax crayon, used to make a resist version.

Here are a few of those initial suggestions - there were a LOT. I do this because, at this stage, the client could spot ANYTHING in an idea which triggers the final outcome - so I tend to leave very little out; I guess you could call this a brainstorming of sorts:



Preferred options were 'put to research', and after a few weeks a trio was isolated for further tinkering. And by tinkering, I mean the start of the fine-tuning process - without knowing which the final choice might be. This is things like examining the weight of letters, kerning, trying different options on 'e's and capitals, whether on a single line or a little bumpier, like this exploration:


Often at this point the client's curious to see how my very analogue work will look when transformed into vector art (presuming we're working with art that wasn't created digitally to begin with).

This isn't a 'click the button' or 'apply that filter' step - rather, I do this via a series of processes which sensitively and carefully change the format of the piece (from pixel to vector) without changing its nature, preserving its human warmth, detail and idiosyncrasy. Without blowing any of my hand-sketched  trumpets, it's often why people come to me for logos; in a sea of Canva-generated/off-the-shelf/plastic-looking logos they want something very obviously crafted by human hands, but which functions in every format, at every size, and performs in any technical, screen or print environment. I've been doing that a long time, and it's surprising how that need has remained consistent.

Here you can see a close-up of a very carefully vectorised version of this inky option:


This option from the second round of ideas was chosen to get through the third round. Made with simple, freely-drawn capitals in ink on paper, it worked as well in colour as it did greyscale and vector:

And as a partner suggestion to this I made a version created separately with ink and pencil to hint at cut wood, wood and trees being things that emerged as strongly connected to Maine and eliciting affectionate responses in their research group. Here's the raw art before any refinements:


Watch some of the process here:



At this point, I got The Tingles - when you know underneath you've cracked it, and you desperately want the client to agree with you...but you daren't hope too hard, because your experience tells you it can go completely in another direction! But those Tingles came when I played with these layered and coloured versions. Suddenly, I could see this on all the signs, the site, the products, the T shirts...


The team liked it. But there was one more thing. I was aware from the start that when I said the word 'Maine' in my mind, it was actually 'Maine.' - with the full stop. I couldn't stop seeing it this way. I felt it communicated a confidence and pride in this single-syllable name, and suggested that the state was everything you could need - the full stop made it both a name and a statement. 

"Where you from?" 

"Maine."

And so it was added to the next round. Would they go for this punctuatively unusual choice?



The answer was YES. And so, over the course of six months, our logo was born, and final artwork was prepared in myriad formats and al the colours of the new Maine branding guidelines. In its final iteration, the logo is currently working its way over the next few months onto hundreds of products, signs, printed materials and online platforms, but you can see it right away on the visitMaine website, and on these satisfying examples.

To my delight, as well as embracing my 'thing' for the full stop, they're using both the flat-colour version and the textured version together, deploying them in different environments, and that in itself is unusual. I applaud their boldness!

If you live in Maine and you see it about, please take a snapshot and send it to me! "Out in the wild" has become a cliché, but only because the thrill of seeing one's work out doing the job it was created for never gets boring. 

Not for me, anyway.

Thank you to the brilliant team at Miles Partnership in Denver for bringing me on to do this prestigious project, especially VP Neal and Jordan, and thanks to my agency BAreps for their patient, professional cheerleading!
















Friday, December 02, 2016

'Forest of Sleep' Game Titles

Back in the late summer my friend Dick Hogg recommended me via Twitter to British company Twisted Tree Games, who were searching for a lettering artist to create a logo for their new game in development, Forest of Sleep. After shoving my hand in the air like a keen kid in class, and sending some samples their way, I got the job.

Inspired by and based on Eastern European folk tales, storytelling and narrative, and led by Nicolai Troshinsky's illustration work, the game is a beautiful journey through the woods. But you have to make your own way - and it might not work out for you, as unpredictable outcomes, for better or for worse, await you every time you play.


I was extremely impressed by its aesthetic, and even more impressed to read about the process, study and research that was going on behind the scenes, informing this curious game the likes of which I'd never seen before. It didn't fit my slightly out of date notion of 'gaming'  - despite being a fan of such beautiful contemporary games as Firewatch, HohokumPoto and Cabenga and the strange Papers Please which are illustration-led and work in a very different way from the platform / level-up format I knew in my teens and early 20s, I've been outside that world for too long, and was excited by this way of being re-introduced.

Hannah and Ed at Twisted Tree are clever people. They talk of things which in themselves sounds to the layman like a series of Dark Arts - AI, procedural generation and storytelling - and indeed producer Hannah has a PhD in Games-influenced Theatre and Theatre-influenced Games. In this article, she breaks down why this way of playing is so different and what she and Ed are trying to do:

We’re trying to make something that’s interesting to play, and which the player can push back against. Both in the sense of leaving gaps and letting the player fill those gaps with their imagination (which also relies on us framing things in a way that feels important enough that you might want to fill those gaps) and letting the player show what they’re interested in by how they interact with the game.
We’re doing this thing of reacting to the player, taking things from them, transforming and giving them back, rather than generating a story and the player just walking through it'.




Ed explained what they were looking for over the phone and I got to work researching Eastern European folk tales, Cyrillic script, Slavic languages and typefaces, Yuri Norstein films and folk art:





I started sketching in pencil in my sketchbook, and moved through rounds of feedback till a look was arrived at that was neither too Goth, too spiky, scary, menacing for playful - a balance that was tricky but very enjoyable to achieve as I immersed myself in the rare indulgences of fine-honing, endless tweaking and refining; we had quite a bit of time on this, which felt like an unusual pleasure:




The first problem was how to avoid what's known as 'Faux Cyrillic' - a device I've used myself on teen fiction to create the immediate suggestion of an exotic, somehow dangerous foreign language - which is the mimicking of the backward-appearance of some letters used in Soviet or Russian languages. Although it can look startling and impactful when done carefully and in the appropriate context, this was something to be avoided for this identity. So that was deleted from the concepts!

I moved to ink pretty quickly once early sketches were done; much as I love the look of a pencil drawing, it's often much easier for a client to visualise the weight and impact of a piece of type when it's rendered - albeit crudely or as a rough - in the actual medium it'll eventually appear in:










Ed liked the moon, but was wary of anything whimsical that might in any way Disney-fy the look - so this ink-washed moon was cut:





The letterforms were drawn freehand with a calligraphic nib pen, about 1/8" wide, with some strokes made with a 1/8" wide nib. The flourishes were done with my standard dip pen and favourite nib - but an older one, a little bit worn, to ensure the line wasn't too 'clean':



The final logo with its 'insignia' version, in colours to suit different uses within the game:

I'm really looking forward to seeing the game in its full and final form, and spend hours, the way I used to, playing the afternoons away. Thank you to Ed and Hannah for giving me the opportunity to get stuck into this job; it's gone down as one of my favourites, I think.



http://twistedtreegames.com/forest-of-sleep/
@edclef
@hannahnicklin
@PluralGames
http://www.troshinsky.com/eng.html


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