Disposable Graphics
Disposable Graphics
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Skateboard graphics come in all sorts of styles and cover a broad range of topics - everything from social commentary on politics and race relations to juvenile cartoons, attractive women, and drug references. I've always loved these graphics because of the broad spectrum of subject matter that is compressed onto a single skateboard deck. Their influence has been so great that I even named this website after art produced by the legendary skateboarder Mark Gonzales. So you can imagine my delight when I got my hands on a new book on the subject by Sean Cliver titled Disposable. I was even more excited once I started reading the book to find out that he spends much of the 239 pages discussing the creative process behind the graphics.

Disposable covers the history of skateboarding from the early pioneers like Powell Peralta and Santa Cruz in the 80's and the further evolution of the industry, going into my personal favorites like Alien Workshop, Chocolate, and Enjoi. It was fascinating to read about the internal approach that different companies took to creating graphics and the life cycle of a graphic as it went from simple doodle to laminated deck. Former skateboard artist John Keester, and current video game developer, sums up it up best:


A graphic on a skateboard goes the full cycle from creation to destruction, In fact it's created specifically for someone to go grind it back into the elements it was made from. And I think that's the beauty of it, because the art is simply symbolic of the spirit and soul of the movement it represents.

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Design: An Iterative Process
Design: An Iterative Process
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I recently started reading Designing Interactions by Bill Moggridge, one of the founders of the influential product design firm IDEO. The book is a fascinating compilation of interviews and analysis of the best designed and most innovative digital products. It covers everything from the industrial design theories behind the original laptop to the interface design for Google's search page and all in between.

In particular, I was struck by Monggridge's definition of essential design skills that he stated early on it the book:

The core skills of design are synthesis, understanding people, and iterative prototyping.

- Bill Moggridge

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Godfather Wii & PS3 - "Ship It"
Godfather Wii & PS3 -
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The first time I got a credit on a video game I could barely hold in my excitement as I ripped off the plastic wrapping, dropped the disc into my PS2, and quickly navigated to the credits screen to see my name scroll by.

I still get that giddy feeling when I get my hands on the still sealed box of a game I helped develop. This week I got my hands on the latest edition of The Godfather "Blackhand Edition". I spent a good deal of this past fall designing and developing a new User Interface for the Wii & PS3 debut of The Godfather.

If you like adventure/open world Grand Theft Auto style games you'll have fun with this game. Give it a try, if nothing else you can watch my name go buy in the credits.

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