Design - Student Works

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  • Item
    Unspeakable: a game adaptation of MacEwan's Book of the Year design series "How to Pronounce Knife"
    (2022) Tolentino, Kayla; Pacher, Constanza
    Language 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, Constanza
    Language 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, Constanza
    Language 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
    Book design - A collection of short stories by Edgar Allan Poe
    (2022) Drouin, Ashley; Pacher, Constanza
    The goal of this project was to redesign a book or a collection of stories. This book consists of six short stories written by Edgar Allan Poe. Poe is known for his horror stories and poems that deal with mystery, death, and other macabre subject matter. The cover design includes a dripping blood illustration above a rich red background. The colour and design of the cover represent murder and death, which are major themes present in Poe’s writing. The typeface is a clean sans-serif font written in large white letters which gives the book a modern feel and contrasts against the red. The inside cover is black with white illustrations of a cat and a heart. These two illustrations are images that relate to two of Poe’s most well-known stories, The Tell-Tale Heart and The Black Cat. The interior includes a small illustration at the beginning of each story and a black and white texture on the left page. Each illustration and texture is different and represents a specific symbol, theme, or emotion of that particular story. Lapture Display is used for the chapter openings, a serif typeface with jagged and sharply cut edges. This typeface works well with Poe’s work due to its edginess and gives the book an unsettling feel. The illustrations play off of this font due to their use of simple black lines with a mixture of soft curves and sharp points.
  • Item
    Book design - A collection of short stories by Edgar Allan Poe
    (2022) Drouin, Ashley; Pacher, Constanza
    The goal of this project was to redesign a book or a collection of stories. This book consists of six short stories written by Edgar Allan Poe. Poe is known for his horror stories and poems that deal with mystery, death, and other macabre subject matter. The cover design includes a dripping blood illustration above a rich red background. The colour and design of the cover represent murder and death, which are major themes present in Poe’s writing. The typeface is a clean sans-serif font written in large white letters which gives the book a modern feel and contrasts against the red. The inside cover is black with white illustrations of a cat and a heart. These two illustrations are images that relate to two of Poe’s most well-known stories, The Tell-Tale Heart and The Black Cat. The interior includes a small illustration at the beginning of each story and a black and white texture on the left page. Each illustration and texture is different and represents a specific symbol, theme, or emotion of that particular story. Lapture Display is used for the chapter openings, a serif typeface with jagged and sharply cut edges. This typeface works well with Poe’s work due to its edginess and gives the book an unsettling feel. The illustrations play off of this font due to their use of simple black lines with a mixture of soft curves and sharp points.