Browsing by Author "Tolentino, Kayla"
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Item Experimental type - The city by Ray Bradbury part I(2022) Tolentino, Kayla; Pacher, ConstanzaThe City by Ray Bradbury is about an unpopulated planet far from the Earth. The city waited twenty thousand years for the men to arrive and designed to kill them to seek revenge because they were the enemies who abolished Taollans twenty thousand years ago. The first part mainly describes what the city looks like and how the men arrive. It started from a peaceful arrival that made the men keep going to see what was in the city. The city’s senses speak to each other, as the Ears and the Nose take in information about the visitors and ask the Eyes to watch them as they explore. One of the men senses something familiar about the place. The men begin to panic as the city fully awakens. The layout’s design pulls inspiration from the flow of the story. The first page reflects how the arrival of men is peaceful. The text is also left-justified to portray how everything is going evenly. It is where the city is trying to gain the men’s trust to stay longer. However, the second page talks about how the city lures the men and traps them. Some men have mixed feelings about the city, and the city’s senses are starting to wake up. The idea behind the bad rags and different placement of texts is to show the chaos happening to the story. The city’s dialogue is calmer, depicting its actions. It’s in a serif typeface to show that the city is old, and the men’s dialogue is more disorganized as they start to question and get a discernment that something is wrong with the city. It is in sans-serif to portray a modern feel. The city’s senses are in sans-serif and bold to highlight the city’s covert actions. Additionally, it has glitching background elements, mainly on the second page, describing the chaos and violence as the city traps and tries to wipe the men out.Item Unspeakable: a game adaptation of MacEwan's Book of the Year design series "How to Pronounce Knife"(2022) Tolentino, Kayla; Pacher, ConstanzaLanguage has a significant part in the book How To Pronounce Knife. Many of the characters from the book encounter challenges in their everyday lives that have to do with language but still embrace who they are, and they don’t try to be what societal norms are. This ideal and raw characteristic of the characters from the books is what inspired this card game. Unspeakable is a card game that challenges players to guess words and phrases based on the book how to pronounce knife. It is perfect for people who read the book. The game involves acting phrases or words from the book provided by the other team. The objective is to have your team guess the answer without talking and using gestures alone. The game is easy to play anywhere, requires less preparation but needs a lot of imagination. It is created to learn how to communicate with others without using a single word and get rid of language barriers, just like how the characters in the book show so many ways to communicate, not just by language but also through gestures and connections. The packaging design reflects the lightness of the short stories and how ferocious the characters are. Vibrant colours are used to demonstrate the character’s rich experiences and to break how society describes immigrants’ lives as sad and tragic. The primary colours are red, white, and yellow to unify it with the book still. The unique, minimalistic, and joyful shapes mirror the book’s artful blend of simplicity and sophistication. The wordmark logo represents fold pages to indicate how the game is based on a compilation of short stories. There are 100 cards with words or phrases from the book, a sand timer, a score-pad, and a game guide inside the box. The cards are also colourful to keep the dynamic feeling from the packaging to the inside. The words are bolded and have a page number beneath so the players can still reference where the word or phrase came from in the book. Overall, the design makes the packaging dynamic and whimsical, which associates with the book’s general feel.Item Unspeakable: a game adaptation of MacEwan's Book of the Year design series "How to Pronounce Knife"(2022) Tolentino, Kayla; Pacher, ConstanzaLanguage has a significant part in the book How To Pronounce Knife. Many of the characters from the book encounter challenges in their everyday lives that have to do with language but still embrace who they are, and they don’t try to be what societal norms are. This ideal and raw characteristic of the characters from the books is what inspired this card game. Unspeakable is a card game that challenges players to guess words and phrases based on the book how to pronounce knife. It is perfect for people who read the book. The game involves acting phrases or words from the book provided by the other team. The objective is to have your team guess the answer without talking and using gestures alone. The game is easy to play anywhere, requires less preparation but needs a lot of imagination. It is created to learn how to communicate with others without using a single word and get rid of language barriers, just like how the characters in the book show so many ways to communicate, not just by language but also through gestures and connections. The packaging design reflects the lightness of the short stories and how ferocious the characters are. Vibrant colours are used to demonstrate the character’s rich experiences and to break how society describes immigrants’ lives as sad and tragic. The primary colours are red, white, and yellow to unify it with the book still. The unique, minimalistic, and joyful shapes mirror the book’s artful blend of simplicity and sophistication. The wordmark logo represents fold pages to indicate how the game is based on a compilation of short stories. There are 100 cards with words or phrases from the book, a sand timer, a score-pad, and a game guide inside the box. The cards are also colourful to keep the dynamic feeling from the packaging to the inside. The words are bolded and have a page number beneath so the players can still reference where the word or phrase came from in the book. Overall, the design makes the packaging dynamic and whimsical, which associates with the book’s general feel.Item Unspeakable: a game adaptation of MacEwan's Book of the Year design series "How to Pronounce Knife"(2022) Tolentino, Kayla; Pacher, ConstanzaLanguage has a significant part in the book How To Pronounce Knife. Many of the characters from the book encounter challenges in their everyday lives that have to do with language but still embrace who they are, and they don’t try to be what societal norms are. This ideal and raw characteristic of the characters from the books is what inspired this card game. Unspeakable is a card game that challenges players to guess words and phrases based on the book how to pronounce knife. It is perfect for people who read the book. The game involves acting phrases or words from the book provided by the other team. The objective is to have your team guess the answer without talking and using gestures alone. The game is easy to play anywhere, requires less preparation but needs a lot of imagination. It is created to learn how to communicate with others without using a single word and get rid of language barriers, just like how the characters in the book show so many ways to communicate, not just by language but also through gestures and connections. The packaging design reflects the lightness of the short stories and how ferocious the characters are. Vibrant colours are used to demonstrate the character’s rich experiences and to break how society describes immigrants’ lives as sad and tragic. The primary colours are red, white, and yellow to unify it with the book still. The unique, minimalistic, and joyful shapes mirror the book’s artful blend of simplicity and sophistication. The wordmark logo represents fold pages to indicate how the game is based on a compilation of short stories. There are 100 cards with words or phrases from the book, a sand timer, a score-pad, and a game guide inside the box. The cards are also colourful to keep the dynamic feeling from the packaging to the inside. The words are bolded and have a page number beneath so the players can still reference where the word or phrase came from in the book. Overall, the design makes the packaging dynamic and whimsical, which associates with the book’s general feel.