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Alice So Far19 Blog Posts I Didn’t Make
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1
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Remember this mess? An escape room / advice on
stress, it’s circular nature and the power of the
individual to control it? I remember it, but not the
appeal it held at the time.
During crit, there was some feedback that it was too
complicated for the allotted time and the concept
was coming through more as hopelessness than
anything. At the time, I was a bit disappointed,
having been really caught up in the characters Iwould get to portray. A few weeks later, I am so glad
it was pared down (and that I took that advice). I’ve
gone from 6 rooms to 2, and had the energy to
make each of them pretty in depth.
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During crit it was suggested that I focus on the light-
switch room because of it’s interactivity and
originality (the other rooms were all pretty heavily
based on the struggle to wake up and get to work in
the morning).
The light-switch room has walls tiled in switches of
all sorts and a good deal of pull strings hanging
from the ceiling. Guests are let into this room in
small 2-5 person groups (like escape rooms). Theyare not allowed to leave through the same door they
entered through, but no other door is immediately
noticeable. In dim lighting they would all try different
switches looking for the one that reviles the exit.
Each switch or pull would have various results:
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• no effect• strobe lights• some string pulls being
retracted or dropped into reach• different colored spot lights• sounds or voices
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The most important effect is the spotlights. A certain
combination of switches causes a combination of
spotlights that revile the shadow of the exit door.
This allows the guests to the next… room / tunnel
thing with a feeling of exhilarated accomplishment.
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In the draft above, I looked at a pyramid shaped
room and a cylindrical room with a rounded ceiling,wondering which would mess with perspective and
depth the most when reaching for light pulls.
I had guests entering over a story tall ramp (for no
apparent reason) and through a curtain that would
take up the whole width of the Tate. This wassupposed to make the exit a mystery, but as you see
below, was deemed (by me) to be far over the top.
2
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Here you can see the space saving, more modest
version of the same rounded room. This is when I
realized the ramp and the spiral path for the exit had
no meaning.
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3
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Looking for that reason, as well as some resolution
to the puzzle (it seemed rather pointlessly frustrating
if you solved it and got nothing), I looked back to
the source material. Alice’s first goal is to get to the
garden. My original maze of weirdness ended in aplace to relax and take a breath. These two goals
go together well.
The spiral exit from the light-switch room is now
inclosed, preserving the surprise for those who
haven’t been through the light switch room andpreserving the quiet privacy for those who have. The
walls are filled with gravity defying sculptures of
beautiful garden plants and the smell of fresh cut
grass (I’m sure Febreze has it). Hopefully they leave
this tunnel of greenery feeling calm, and sated.
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4
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This inclosed tunnel would make a cross-section of
the rooms look like a double walled thermos. Frank,
if you don’t recognize this, you drew it. I’m keeping i
close to remind myself not only to do the cross-section, but also the 3/4 view and a flat view.
We also discussed what the outside would look like.
It could be something decorative or some stark.
Either one could completely hide the experience on
the inside. I considered a shipping container, but Ithink I’m going with a concrete block, much larger
than the room inside for some disorientation. The
outside would be strong and forbidding, the inside a
mental challenge and the exit organic and smooth.
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At this point, I started getting too complicatedagain. Frank advised me to try doing the light-switch
room with the most depth, maybe even doing an
animated gif showing it working. I’m still pretty
attached to the garden at the end. We’ll see how I
can work with both of those and the time limit (much
more limited than it should be due to my beingbehind in every other class as well).
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These are the approximate dimensions of the room.
The person shown is an adult as you can tell by
multiple anatomical markers and my extreme skillwith life drawing. The room would be a bit tight for 5
people and a bit empty with 2.
I drew this intending to pull it into illustrator and pen
tool over it, starting my final architectural drawingsof the exhibit. At this point I was a week and a half
behind the schedule I’d given myself. I also forgot
about branding.
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5
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Frank gave me the go ahead to either finish the
architectural drawings or start on branding. I knew if
I finished the drawings, I would find something inthe branding that caused me to change the exhibit
itself, so I went to logo sketches. Neither they, nor
the names came easily. I did decide at this point
though, that I wasn’t so afraid of including a bit of
victorian aesthetics in either the branding or theexhibit itself. A little bit of a steam punk feeling
started to creep in with all the light switches and
frills I kept ending up with.
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6
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These are the favorite sketches I ended up with. I
couldn’t really decide between them, so I decided
to make a brand board for each and see which was
the most successful.
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This is where going out of chronological order is
actually more ordered. This is the most recent and
fastest failing logo consept. It’s the top right logo
sketch shown above. I tried refining it in illustraitor at
first, the same way I’d treeted the other logorefinements, but it wasn’t working. In this case, I
went analogue (probably the influence of all the
hand type we had been doing in Type 4) for the
smoother frills I could get with a pen versus a pen
tool in illustrator. My plan was to take it back to
digital, image trace and start making glowing
somehow in the computer. I didn’t get that far
though, because I talked with Frank first. I’d gotten
one of the earlier logos to work, and time was
definitely passing.
7
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This was not that logo. It was one I spent an undo
amount of time on though. The tag says “try me,”
which would be the actual title of the exhibit, but
“don’t touch” stood out much more. It was suposed
to have a contradictory, mischievous tone to it.
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The brand board above was ridiculously fun to
make. I really enjoyed working with the keywords
“mischievous, impulsive, ornate and high energy.”
Imagining this one, I was very much in a steam
punk and fairies world.
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I even started remaking a pattern to use. I don’t
know why. This is pretty obviously a waist of time in
hindsight. I think I was intending to use this
branding with out doing further explorations. I was
taking a lot of time and wanted to start rushing,
either that, or I just got in a pixel pushing trance.
8
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8
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This was the second mood / brand board I made.
While I was adamant at the beginning of branding
that I wouldn’t use a light bulb as the logo (the first
thing I thought of), this was different enough and
whimsical enough that I felt comfortable breaking
my own rule. I talked to Frank, and we agreed that
this direction was working the best, so I starteddeveloping it.
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I have very little to say about these. They wereextremely slow going and uninspired. There was
trouble making both the mushroom and the light
bulb readable. I tried adding spots to the mushroom
and shine to the light bulb, which made it
overcomplicated. I added threads to the lightbulb,
which I was unsure of, but kept.
9
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T M ! " #
M e
! " #
M e
! " #
T
9
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In the next step, I reduced the number of threads
and tried different treatments of them. I was much
happier with these.
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! " #M e
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This is the responsive logo set for this direction. I
wasn’t sure weather the type or the mushroom was
the smallest version. It was fun to make, but also not
reading right. The small mushroom was neither a
mushroom or a lightbulb to viewers.
In desk crits, we discussed the type and how it may
be a little much to have two such expressive
typefaces in the logo itself. I think I usually go over
the top in the beginning phases of projects, andwhen asked to reign it in, I don’t really know where
to go. That’s why I tried even though it wasn’t a
requirement. reigning the extra in is a skill I could
develop more, so it’s what I’ve got to practice.
10
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! "# % &
! "# $% ! " #$ %10
Winner of thi
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This is me trying to make the text less wiled, and the
mushroom more legible. Not quite there, but I found
one I want to continue with. This was the point where
started seeing the ghost of the architectural drawings
in my dreams, wondering how far I’d gotten on that
and why I wasn’t working on it at that moment.
11
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! "# %&
try me ! "# %& ! "# %& ! "# %t r y m e T RY M E
t ry me t ry me ! "# %& t r y m e
11
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This is a type exploration… ick. There’s going to
have to be a lot of changes over spring brake.
Next Steps:
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e t Steps
1. Choose a logo. Spend 30 minutes refining it.2. Refine the brand board to go with that logo. 30
minutes.
3. Sketch poster, invitation, catologue and website. 1
hour total.
4. Vectorize architectural images. 2 hours (I will
probably need more time, but am trying to work
faster, so I’ll give myself harsh timeframes).
5. Spend 30 min refining each piece of the collateral6. Put images into presentation and on blog. 20
minutes.
7. Wright bullet pointed script for presentation. 1
hour.
8. Practice presentation. 1 hour.
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30+30+60+120+(30x4)+20+60+60= 620 minutes or 10.33
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See late blog post count continued in my blog about theshow concept development.