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Legacy Flight Museum

Card Game & Ad

4/03/2020

“What the visionaries had in

common was a particular love

of craft and a desire to play.”

– Petrula Vrontikis

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CONTENTS |

DEFINE

PROJECT DESCRIPTION 4

STRATEGIC APPROACH 5

BRAND GUIDE HIGHLIGHTS 6

VISUAL RESEARCH 7-9

REFLECTION 10

DISCOVER

MOTION DESIGN STORYBOARDS 12-13

CARDS PROPOSAL LAYOUTS 14

GROUP FEEDBACK 15

REFLECTION 16

DELIVER

CARD RENDERINGS 26-28

MOTION DESIGN LINK 29

REFLECTION 30

PROJECT PONDER

REFLECTION 32

DESIGN

CARD DESIGN REFERENCE 18

CARD LAYOUT & VOTING 19

MOTION DESIGN THUMBNAILS 20-21

TEAM & PROFESSOR CRITIQUE 22

REVISED CARDS 23

REFLECTION 24

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Define

Project Description

Creative Strategies

Learning Summary

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DEFINE | PROJECT DESCRIPTION

How would you describe this project?

We were given a project book from a different classmate to further expand their brand’s identity

through chosen products. We were given a list of a variety of senarios/products, and I chose to create

a new piece of ephemera and a short 15 second ad that used my motion design skills.

What do you think the purpose of this project is?

This was a very real senario/workflow that’s common within the industry. I believe this project is

to help us initiate creative processes/ideas based upon the limitations (or freedom) of someone

else’s brand. Some brands clearly identify what their identity is, and we’re to capture that particular

establishment’s identity to the best of our skills and abilities.

What elements of your client do you want to capture?

Since I’m doing the legacy flight museum, I really want to capture the variety and heritage of the

aircraft. That exhiliarting spirit of nostalgia and patrioitism, but with modern elements and layouts of

course. I just want to showcase in it’s rawest form what it truly is.

What’s a skill or aspect in which you want to improve upon during this project?

Definately my illustrator skills. I’ve been doing photoshop and motion design pieces for quite some

time, and not that I’ve ignored illustrator alltogether, I’d just like to get back into it, as I’ve been

working off of my ipad more recently.

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DEFINE | STRATEGIC APPROACH

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DEFINE | BRAND GUIDE PAGE HIGHLIGHTS

WHAT WE STAND FOR

VINTAGE

MODERN

PATRIOTIC

STRONG

HEROIC

Climb into the cockpit at the Legacy Flight Museum in Rexburg.

Started by aircraft enthusiast John Bagley, the museum

offers visitors the chance to get up close to some of the machines

that have served our country.

WHO WE ARE

Climb into the cockpit at the Legacy Flight Museum in Rexburg.

Started by aircraft enthusiast John Bagley, the museum

offers visitors the chance to get up close to some of the machines

that have served our country.

OUR MISSION & VALUES

We exist to The Legacy Flight Museum is the brain child of John

Bagley of Rexburg, Idaho, who founded the museum in 2006. His

goal and the goal of the museum’s volunteers is to give guests the

opportunity to see up close and personal some of the aircraft that

United States Military Veterans flew as they served our country

and provided us with the freedoms that we enjoy today.

Brand Guide 5

THE CREATION OF OUR LOGO

OUR LOGO

Designed to foster an interest in flight and planes that have

protected our country throughout history.

We designed our logo with our planes in mind. Using the the

horizontal stabilizer, we’ve designed a brandmark that truly captures

the essense of our planes. We’ve modified the shape just a

bit to make it simple, yet still able to be recognized as a piece of

some of our most popular planes. With including a vintage element

in our logos, we wanted to ensure it still felt modern and

appealing to a younger generation. Using the font FUTURA,

both bold and and thin, our logo is both retro and futuristic in

appearance. Facing the right, it also symbolizes moving forward.

We hope that like our logo, those who visit our musueum find a

greater desire to serve our country and progress while learning

about those who dedicated so much in the past.

THE CREATION OF OUR LOGO

Oviti iducimi ncturem fugitet aut quas etur, aut quas eium eum

que exces nonseditam nonsedis di blantenda quident voluptatur

archil estor acerum, sustet untiur? Me vit eatet ommolup tatur,

Brand Guide 9

Legacy Flight Museum 8 8

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DEFINE | VISUAL RESEARCH

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DEFINE |VISUAL STYLE RESEARCH

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DEFINE |VISUAL STYLE RESEARCH

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DEFINE | REFLECT

What did you learn from your research?

The research portion of this project was utterly fascinating. Not that I’m an expert or anything, but I’ve certianly learned more

in airplane classifcation and identification alone. I also learned some remarkable facts about certain planes too. I learned

their role in WW2, how many are left, who made them from what location. The whole of it was probably the most fun I’ve had

when doing research about a project, but then again, I do love learning about history.

What was your client like? What kind of questions did you have?

From the brand book, my ‘client’ did an adequate job in designing the brand. It’s very nice, clean, and minimal but I feel as

though she left out a rather critical part in the book, which is the tagline. It didn’t play a role into my projects as I progressed,

but it would’ve been nice if it was included for future reference. I guess I also would’ve liked to see more brand application as

well within the book outside of a ticket, website, etc.

What did you learn from your Professor?

It’s somewhat funny, because his lessons from Information design spill on over into Identity design, so I’m learning certain

lessons on repeat, which certainly isn’t bad. In fact, it helps reitereate the importance of the principles I’m learning about

in class. I think the greatest thing I’ve learned up to this point though, is making something that doesn’t just ‘look cool’. It’s

supposed to enhance and reflect the identity and system of the brand (while looking visually appealing of course). I just

hope that my work reflects the teachings of my professor, as well as the ideaology and standards of my brand.

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Discover

Visual Assets

Sketches

Visual Experiments

Learning Summary

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DISCOVER | MOTION DESIGN STORYBOARD

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DISCOVER | MOTION DESIGN STORYBOARD

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DISCOVER | MEMORY CARDS PROPOSAL

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DISCOVER | GROUP FEEDBACK

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DISCOVER | PONDER & REFLECT

What did you learn about yourself as you were working on these various project proposals?

I think one of the bigger things I’ve learned is subliminally limiting myself (say that three times fast).

Jesting aside, when one things of an airplane, they think of a few things first. The plane, the sky, the

wings, the propellor, perhaps the interior itself, but that’s really it. Upon doing research and whatnot,

I realized there’s also brands for airlines, airports, runways, airport layouts, symbols, type, etc. I used it

moreso for the trading card game than the motion design piece, but even then, I explored what power

means to me. Is it horsepower, is it a certain sound, or is it a particular machine or person? That was

kinda fun to explore

How did the brand guide help with this project?

Honestly, the brand book itself is fairly light, but I’m so glad that I had the brand assests so I could work

with the original logo amidst a variety of colors. I’m glad that the designer was prepared to bring that

vs. providing JPEGs or PNGs of the images.

What was your biggest frustration during this process?

I know I kinda lamented this in another process book, but the lack of accountability and slacking off

amoung fellow peers is a bit disturbing. Some people I’ve worked with over the various groups I’ve

been assigned in were still working on their preliminary sketches the week before the entirety of the

project was due. Because they didn’t work, I couldn’t work much on them, and them to me, you know?

I wish people were better prepared and more diligent. This is college, but this is also the job you’re

supposed to do to prepare for the job you want to do.

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Design

Digital Compositions

Public Survey

Refinements

Learning Summary

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DESIGN | CARD DESIGN REFERENCE

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DESIGN | CARD LAYOUT & VOTING

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DESIGN | MOTION DESIGN (LIVE FOOTAGE)

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DESIGN | MOTION DESIGN (ANIMATED)

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DESIGN | TEAM & PROFESSOR CRITIQUE

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DESIGN | REVISED & CONTINUATION OF CARDS

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DESIGN | REFLECTION

What new skill did you learn ?

Designing a card was pretty straightforward, but designing the actual box of cards was something in which I’ve

never done before. It’s always a fascinating learning process learning how to design on a new product, format,

or medium. I always feel both blessed and cursed by the internet, because it can have exactly what you’re

looking for (for reference or assets) or it can have nothing related to what you need.

What’s been the biggest change you’ve had to make to your design(s) from critiques and research?

Definately adding color to the cards, which visually enhanced the piece and game overall. If you couldn’t tell, I

love monotone grayscale. I thought just having grey and white throughout the piece would’ve been ideal, but

that little pop of color (especially with the dark WW2 green) made the piece dramatically better. It also made it

easier to distinguish the different classes of planes, which then helped me design my final card, as I needed 52

total cards (the face cards would be duplicated of course).

What did you learn from the various lectures we’ve had over the past few weeks?

I didn’t really know that Professor Randall did motion design before. I thought he was strictly branding and

package design. It was so insightful learning from him on how I could further improve my rather minimal

commercial. He taught me once again that there’s something you can always improve upon, whether you

can see it or not. I guess as students, especially amidst this whole COVID situation, we’ve become a bit more

tentative when it comes to class critiques.

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Deliver

Final Printout

Learning Summary

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DELIVER | FINAL DECK DESIGN

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DELIVER | FINAL DECK DESIGN

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DELIVER | FINAL DECK DESIGN

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DELIVER | MOTION DESIGN THUMBNAIL & LINK

Link: https://youtu.be/SlacfoCIOkw

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DELIVER | REFLECTION

Be honest. Are you satisfied with your final product? Why or why not?

Absolutely. Especially with the playing deck of cards. It’s something I’ve never really thought of doing within my

time here at BYU-I, but it was a really insightful process (and a rather fun one). It’s always refreshing working with

a new medium I’m not even remotely familiar with. It wasn’t too difficult to do, it was just alot of work, as each of

the face cards have to be unique.

What have you learned about, but not from your critiques this time around?

I think I learned alot about WW2 aircraft (and aircraft in general) to the point where I would really love to make

a trip out to the Legacy Flight Museum to check out what it has. It really has grown my interest in WW2 aircraft

and membrobillia. Unfortunately, I don’t think that will be the case for quite sometime in the midst of this whole

COVID situation, but once it opens, I definately would like to make a trip out there. It’s kinda cool to think about,

because my curiosity and inspiration affects my work, but my work has effected my curiosity and inspiration!

How long did it take to refine these final designs?

Great question! To finalize and revise everything, it took me perhaps another 5 hours or so between the cards

and the motion design piece. Again, the part that took the longest was using the template of my ‘final’ template

for each of the cards, and then scaling down the planes and accomedating the text according to size. I think for

the first time though, I put on a Netflix show in the background (as I usually work in silence or with music) and i

managed to finished half a season in one sitting!

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Project Ponder

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PROJECT PONDER | CONSIDERING THE ENTIRE PROJECT INCLUDING CLASS DISCUSSIONS:

What was your favorite part during this course?

I really loved doing the mockups for the Museum of Rexburg.

I usually loathe doing mockups, but I learned alot of skills

and refinements upon doing so. I also learned the plethora of

resources and wealth when it came to mockup templates! Graphic

Designers can be so considerate of other Graphic Designers. I wish

their was a class on how to make your own mockups (using either

photography or rendering software) because that’s a really useful

skill to learn. I don’t know how professionals within the industry

create their own mockups for brands.

Why was your least favorite part of this course exactly that?

Your least favorite?

Not gonna lie, drawing over 100+ logos for the Museum of

Rexburg with pen and paper was not the most riveting part of the

class. I feel we beat that dead horse for quite sometime. I think

it’s because when I have like, 25+ good ideas and thumbnails in

which I then narrow it down to five, I then mess around with those

five digitally. A small amount of work has been a result of that, just

simply messing and experimenting around. That’s my take, but I

think that part was my least favorite.

How did Professor Randall help you over the course of these

couple of weeks?

Brother Randall’s experiences and teachings + the textbook

he provided resulted in an absolutly amazing combination of

engaged learning and prepartion for the real world. I learned

alot from that book and my professor from defining the problem,

producing results, prepping files, and simple typographic tips.

This has helped me tremendously when creating brands within

my freelance work. I think I’ve mentioned this in my other

brandbook, but I think I’ve learned how beneficial and punctual

he can be those who’ve completed more work than their peers.

Perhaps it’s me, but I feel as though he’s been alot more attentive

and considerate vs. when I took classes with him earlier in my

educational path.

How will this project impact your future choices or career?

Branding is probably the cornerstone of Graphic Design. It’s one

of the few branches of Graphic Design which is central to the rest.

I’ve always worked from brands, but I’ve never really created my

own, or for others. It’s amazing to create an inanimate object and

identity that takes a life of it’s own thorugh the perosnality of it’s

visuals, assets, layout, style and type.

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