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