
I’ve been designing a new logo for the company. And in doing so, I came to the realization that video game developer/distributor splash intro’s have always stuck with me. From Capcom’s intro with the old Street Fighers, “SEGA” intro, and EA’s “it’s in the game” introductions, I mention these because I was looking for inspiration. You remember these things, and feel it’s important for a company to establish an identity for themselves with not only the quality of the products or service they provide, but as well as their logo’s. It may seem trivial to some, but a company’s logo will have an unknowing psychological effect on most – and designing something that will be imprinted in an audience’s memory is a daunting task.

working with a high quality (HD) texture, and animating text and camera motion
Semiotic simplicity.
Poetical compression of a complex theme into a striking distillation.
Less is more.
This is the simple rule when creating logo’s. No catch phrases, no explanation on what service you provide, or what product you create or distribute. You don’t see a BioWare logo with caption stating “we make RPG’s such as Mass Effect and Baldur’s Gate”. You see BioWare, and you automatically associate that simple text/logo with the games they create. Now! with that said – I must admit, I’ve been a bigger fan of movie studio/distributor companies. Such as Lions Gate, Paramount Independent, and even the old school HBO splash introductions! They present more of a cinematic presentation of their logo’s which I like.

Another picture showing some different perspectives when designing the background texture and the camera’s 3D camera’s orientation
When designing my logo, I wanted something to represent somewhat of what my pseudo company is about. amuse|workshop means two things – amuse, is simple, I hope to “amuse” or “entertain” my audience. Workshop, meaning to “create” or “craft”. In essence, I craft or create media that amuses and/or entertains. So during my designing phase, I used simple animation and visual orientation to represent the amusement aspect of the logo – while the background texture and ambient annimation help constitute “workskshop”.

Adding the final color correction touches to the final video export. Adding a hit of blue/green with some gain and contrast
Something that runs as short as ten seconds, has taken me nearly fifteen hours to complete. It’s not so much of the technical difficulties that have bogged me down, but more of my creative indecision. “Should I keep this? maybe I’ll animate this… gray or brown? Diffuse or not diffuse?” I hope in my final decision – I’ve made the best art direction that both represents my company’s meaningful concept, and appeals to both, my casual audience and clients.
-Randall


