Brennon Poynor
Transcription
Brennon Poynor
portfolio client Spokane Falls Community College Graphic Design Club objective To create the SFCC Graphic and Web Graduate Show Invitation strategy “fresh design”, white space, unique programs client 8 Bit Brewing objective To create the logo, branding, and package design for 8 Bit Brewing strategy nintendo inspired, simple, contrasting programs photos taken by Rachelle Swinkles awards 2009 Spokane Ad Fed Silver Addy for Student Package Design client World Wildlife Foundation objective To create a Newspaper Ad for the WWF that inspires “green” thinking strategy visual analogy, striking, hierarchy programs Why convert your standard gasoline engine to bio-diesel? Carbon Dioxide emissions released from conventional gasoline engines are one big key contributor to the effects of global warming. Converting your current engine to Bio-Diesel can help reverse those effects, because it burns much cleaner. Unlike fossil fuels, Bio-Diesel fuel is a renewable source of energy because it comes from oil in domestic crops like corn and soybeans. This also makes Bio-Diesel biodegradable! Bio-Diesel is just one answer to the solution of global warming. For more information about saving the world visit WWF.org client The Paramount Theatre objective To create a poster for a concert featuring the band, “Chromeo.” strategy ambiguous, high saturation, pop art inspired programs client Spokane Falls Community College Graphic Design Club objective To create the SFCC Graphic and Web Design Program yearly newsletter, the Home Page. strategy helvetica, swiss design, appealing programs client Spokane Falls Community College Graphic Design Club objective To create the 2008 SFCC Graphic Design Club T-Shirt strategy de stijl, typographic, compelling programs client World Wildlife Foundation objective To design an ad campaign for the WWF that inspires environmental stewardship strategy depth, commanding, thought provoking INFINITE programs photo taken by Rachelle Swinkles A , . B ’ . Y’ . ENDLESS FOREVER FOR MORE INFO VISIT WWF.COM A , . B ’ . Y’ . FOR MORE INFO VISIT WWF.COM A , . B ’ . Y’ . FOR MORE INFO VISIT WWF.COM client Regreen Mowing and Composting objective To create a poster for a start-up mowing and composting company strategy nature, straightforward, vivid programs If you would like a free quote e-mail us at re.green@live.com client objective To create the branding and design the layout for igamer strategy eye-catching, exclusive, minimalist pg.3 interview igamer: the #1 magazine for independent gaming feature programs review pg.19 feb/mar ‘09 | #1 pg.26 $14.99 blowing up! | an ith the release of Braid, Jonathan Blow became not only the creator of one of the highest rated Xbox 360 games of all time, but a household name, at least among gamers. Infatuated as we are with his game, we sent Blow a stack of questions that he was kind enough to answer -- everything from why there aren’t many games he enjoys these days to why Space Giraffe is the best action game on XBLA. interview with What’s been the most surprising thing to you about the critical and public response? That the critical response was so unanimously positive. I expected some critics might strongly dislike the game -the same way Space Giraffe got some scores in the 2-6 range. In the public, reading forums and such, you find some people who don’t like Braid and are vocal about it, but that’s to be expected -- you just can’t please everyone, and in fact my design goal was not necessarily about pleasing people anyway. But the conversion rate is very high which means that they like the game for the most part. 3 iGamer Blow interview It’s a challenging game that really forces the player to think and be engaged. With this being your first wide release, was there a temptation to make it more accessible? With little exception, once you have the solution to a puzzle in Braid, there’s not a whole lot of challenge in performing or repeating it. How difficult was it to balance the difficulty of something like that? Well, it is definitely more accessible than my previous publicly-released game, which used every key on the keyboard in order to play. With Braid I wanted to make a game that was maximally rich and deep, coming from a minimal set of game rules and controls. You can think of that as a certain kind of accessibility -- you don’t need the entire Xbox 360 controller to play, you could do almost everything with just a stick and two buttons. Balancing difficulty was not a major concern. Braid doesn’t follow the design conventions that a lot of other games use. It’s not trying to present puzzles that are hard; it’s trying to present puzzles that are interesting, which is a different thing. Some puzzles in Braid are pretty easy, but still interesting. Some are hard. I did try to pace the puzzles so that you get spots of easy or intermediate It seems like such a personal game and personal story, I'm curious how you felt the day before the game released to the public. Terrified? Excited? iGamer difficulty in between the hard parts (which is something most games don’t seem to do -- designers still have this idea that games ought to ramp up monotonically in terms of difficulty or complexity, and I think that is an inflexible mindset that misses out on a lot of opportunity). But I was limited in how effectively I could pace things, because there’s no telling which of these puzzles someone will find difficult. There are some trends, but that’s all they are: trends. So at another level I just had to know that this wasn’t the kind of game where I should be trying to control the player experience that tightly, because it wouldn’t be possible without turning Braid into a hand-holding game, which I didn’t want to do. There are more than enough hand-holding games out there. With Braid I wanted to make a game that was maximally rich and deep, coming from a minimal set of game rules and controls. photo by: Vincent Diamante I was interested to see how the game would be received, but I can’t say that I was super-emotional about anything. In terms of public reception -- if that turned out badly, well, I thought that it was a pretty good game for my own tastes, so that would just mean that my tastes differ pretty widely from the market’s. Which isn’t necessarily so bad if your goal is not to make money. Jonathan 4 client Spokane Ad Federation objective to create a poster/mailer for the event Preflight strategy magic 8-ball, interesting, mysterious programs Sp photo taken o n a k e Ad F e ed t ra n io Pr e s e s t n by Christian Woods S t a S d u t d r u t n e , y a r o P M ay i h W o f t o i l d n 2 o w t h t r C v e R l l o w e i e g e logo sheet GAME OVER contact info brennon.poynor@gmail.com 509.280.2580