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Saturday, November 05, 2011

The New Age of Advertising. Print vs. Electronic.

It is no secret that today with the explosion of the internet and social media that many business sectors are migrating to an electronic format. The same holds true for advertising. As further explained in the following article, revenue is generally up on electronic advertising and and down on print adds. This is just an example of how business shifts and how we can all take the opportunity for change in a positive light.

At a Glance: What Recent Earnings Reports Have Revealed About the State of Spending on Ads.

Wednesday, November 02, 2011

Turning an Image Into a Vector Cartoon

With Photoshop CS5, many effects are possible that cut down on time and increase productivity. Turning an image into a cartoon is now efficient and easily controllable. Take a look at this tutorial video and get ready to create!

Monday, October 31, 2011

Art & Design in the Video Game Industry





The career opportunities in the design world seem to be constantly expanding even today. Case in point, the video game industry. This is not a sector that is typically thought of when contemplating where one might work, but it is fascinating to know that openings do exist.


At Utah Valley University, students are taught to use art and design as a vehicle for a career at a video game studio. Developing concept art is the main focus of one of the courses offered.


Check out the full article on the school's newspaper website.


The Creation of a Video Game From a Story to Concept Art

Friday, October 07, 2011

Dzyn Bucket- Tuesday, 28 February 2012


Dzyn Bucket is rescheduled on Tuesday, 28 February 2012 in SRC 2800.
Kindly follow us on dzyn-bucket.blogspot.com or dzynbucket.com. If you have any questions kindly email on dzynbucket@gmail.com or get in touch with Tanvi Gandhi or Fatema Cutlerywala.

Also comment regularly on the blog dzyn-bucket.blogspot.com because the whole purpose of the blog is to find out what are some the questions students of graphic design have & also some of the topics that students would like to know. We can request the speakers to cover those questions & topics at Dzyn Bucket.


Friday, August 19, 2011

Top 10 Logo Design Tips

  1. Keep it Simple
  2. Engage your Audience
  3. Logo Longevity - Think Ahead
  4. Vector is Better
  5. Adaptability - Be Ready for Change
  6. Make it Memorable
  7. Relevance - Keep your Products and Services in Mind
  8. Choose your Colors Wisely
  9. Keep it Unique
  10. Versatility Pays Dividends

Monday, August 15, 2011

How We Look Now: Authenticity and Imagery in a Pixelated World


On August 11th 2010, I had attend an event by AIGA–Chicago the guest speaker Andrew Delaney from Getty ImagesAndrew is responsible for the creation and development of Getty Images’ creative stills and footage, ensuring that customers find the right content at the right price points every time they search on www.gettyimages.com

The seminar was about How We Look Now: Authenticity and Imagery in a Pixelated World, His presentation was really compelling in many ways. He talked about the usage of social media and how it's changing daily. The usage of social has impact our generation to think beyond just paper and pen. We somehow unknowingly are going back to good old days. Our generations– not only of designers but people who are in other fields of profession are thinking beyond their limits. We constantly keep in touch with what's happening on Twitter, Facebook, Myspace, Flickr , etc., not only to update our status but to know what others are doing as well. Somehow are we making ourselves noticed more and more. Our lives have become so public that just typing our name in the Google's search engine we  are able to pull out our history of the last status update, or photo upload etc. 

This amazed me even further, when Andrew mentioned that the use of social media has changed, the way designers think these days. We are going back to the old ways of illustrations, photography, layouts, and especially advertising. People are connecting with concepts of authenticity instead of fabrication. The audience these days want real images of people, moments, and want ordinary people to create the advertising thats being publicized theses days. The audience do not want actors and famous people to be advertising for companies such as Puma. His message both effected and influenced me to ask myself the value of being authentic rather then basing my design, illustrations, editorial publications to a certain way.

 As far as imagery goes, my professor John, made us do a digital sketch book for his class at first I didn't realize the value of it but, I understand his point now. That having your own picture bring more value to the design or even illustration. Because, as an artist you have the right to claim it and we have the ability of making it either famous or even well known. 

My new goal for this year to expand my digital library and built a collection of imagery and good photography. Although photography is not what my main focus is, but I definitely want to be a well-rounded designer, I can create my own claims at my own work. 

Wednesday, August 10, 2011

How Does Cartoon Animation Work?

Cartoon animation works by stringing together a series of drawings in rapid succession, as the human eye fills in the gaps between each image. Understand the science behind animation with helpful information from a writer, director and animator in this free video on cartoon animation.

Know more: 
http://www.ehow.com/video_4872032_cartoon-animation-work_.html

Wednesday, August 03, 2011

33 Typographic Sins...

  1. Two spaces between sentences
  2. Dumb quotes instead of smart quotes
  3. Dumb apostrophe instead of smart apostrophe
  4. Failing to tuck periods/ commas insides quotes marks
  5. Failing to kern display type
  6. Using two hyphens instead of an em dash
  7. Too many consecutive hyphens
  8. Large amounts of body text in uppercase letters
  9. Large amounts of revised type are hard to read
  10.  Using process colors for body text
  11.  Underlining titles instead of italicizing them
  12.  Under process colors for body text
  13. Failing to eliminate orphans
  14.  Rivers in justified text
  15. Inconsistent leading
  16. Indenting the first paragraph
  17. Indenting a paragraph too far
  18. Failing to hang punctuation into the margin
  19. Failing to use to create fractions
  20. Incorrectly abbreviating a.m. and p.m.
  21. Failing to provide margins for type in a box
  22. Faux italic/oblique bold and small cap type
  23. Strokes that encroach upon letterforms
  24. Horizontally scaled type
  25. Vertically scaled type
  26. Negative Letter spacing
  27. Bad line breaks in headlines and body text
  28. Failing to indent bulleted lists
  29. Failing to align baselines of type in adjacent columns of body text
  30. Stacking lowercase letters
  31. Failing to use accent marks
  32. Failing to correct bad rags
  33. Failing to use ligatures

Friday, July 15, 2011

A Message from the Editor


So, this evening I stumbled upon a new magazine called How Design. Let me start by saying that is was my first time reading from How Design. I learned about them through a small place called the bookstore. LOL
 Being part of the design world I bet many of us forget about traditionally sources of information. Hey! I am guilty as well. I have done it, and I still do it. I go to Google type in few keywords, and WOW magic happens. But at the same time I haven’t limited nor have I made myself depended on Google, Bing, Yahoo etc. Instead I go around looking for inspirational articles and things I can relate to and share with the creative people I collaborate daily.
So reading from How Design, the message from the Editor, Byrn Mooth hit me hard and made me think deeper of my position as a student, designer, artist, and a writer the role I play everyday in life.

“We often use the phrase, “’ the moon and stars aligned’” to describe a seemingly serendipitous set of events that point to a change in life. But really, it’s not so much a matter of celestial bodies moving into place, but rather of our paying attention to what’s right in front of us. I’ve been thinking about chance and fate a lot lately as I’ve contemplated a big change of direction for myself.”  – Bryn Mooth
She writes about what was fun and entertaining to her and how it became popular.  She took a small idea, and  just ran with it. Not knowing what was going to happen or how it would change her life completely.

While reading Mooth’s article, it dawned to me that we designers and creative people always come up with all sorts of ideas. Our minds never stop working even while we are sleeping. We constantly challenge political, controversial, societies ideas etc. We challenge those who question, those who love to question; and the best part is that it’s a never-ending quest. If it weren’t for the artistic people the world it wouldn’t be so colorful and opinionated as it today. Therefore if there is one thing I learned today, that was don’t be afraid. Just Do It!  

Thursday, July 14, 2011

5 Tips For Becoming A Successful Graphic Designer

5 Tips For Becoming A Successful Graphic Designer :

1. Effective communication
2. Honing creativity
3. Technical knowledge
4. Disciplined approach
5. Team work

Thinking out the BOX

As a Graphic Designer and Illustrator I know the challenges we face. The statement "Life of a Starving Artist" is now really overrated. Our biggest fear being in a creative field is the question of getting a job once getting out of school. We enter the classroom thinking about the day only. But never once do we think beyond as students. 
Our problem is that we take the projects our professors assign as a burden, thinking towards the grade scale; but we never think about the projects from a professionals perspective. We end up doing the project the night before its due and many designers don’t realize the damage they do to themselves. As a part of the Dzyn Bucket team, our goal is to change that mind-set and show a rewarding process that happens when we take the time to evolve the project from our plenary sketches to the final product.