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Post #121 (isolation #3) » Sat Jul 11, 2020 1:07 pm
Postby shaft.ed »
if you have to do specific logos for specific skins
doesn't a typewriter font make more sense for sepia?
maybe typewritten on old paper and a blood stain or something?
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Post #157 (isolation #7) » Sun Jul 12, 2020 2:04 am
Postby shaft.ed »
I think the scale of textures is off in NSG's logo
the font has an ink on paper texture to it, but it is way too defined within the thickness of the font to be a typewriter which makes it look like a stamp or a large stenciled banner
the blood splatter matches this very large typeface as it is also detailed with fine droplets making it appear more like a banner than text in a letter or book
i think of all the stylize fonts, I like chamber's choice of an art deco font. It seems to call back to the right time period
mafurscum is great, the green will clash a lot with the orange
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Post #158 (isolation #8) » Sun Jul 12, 2020 2:19 am
Postby shaft.ed »
In post 156, Who wrote:Speaking as a sepia user, the sepia one is not a good logo.
Its background is the color of puke, there isn't a color difference or space to indicate where one word ends and the next begins, but the c and the u seem more solid than the s so that seems like where the word boundary is, which is not a good place to put a word boundary.
the background was meant to be transparent, I just put that in as a placeholder to get the blood shade 'right'.
I also don't have access to the text, so it's a low quality printscreen of web generated version for mocking up, I think the CU issue could be addressed either with the actual text files or some light airbrushing
I do get your point with regards to word spacing
I tried using the blood splatter as a way to separate it
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Post #246 (isolation #14) » Tue Jul 14, 2020 3:48 am
Postby shaft.ed »
In post 242, chamber wrote:Anyway, I don't dislike it, I just think brainstorming additional ideas is still good, and that those shouldn't be focused on designs that are more complex.
of all of the iconography, I've liked the magnifying glass a lot more
the blood is going against the idea of removing some of the needless violent connotations
same with guns and daggers
the magnifying glass accentuates the social deduction
pairing this with the matching colorization of the 'i' and 'scum' gives a subtle nod to the point of the endeavor
if we want anything aside from text, I think this is the best bet
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Post #303 (isolation #16) » Sun Jul 19, 2020 1:44 am
Postby shaft.ed »
i dont think a shadow will work because
1) it muddies the legibility especially at zoomed out levels
2) if you're going to start adding in light effect, then you kinda have to also account for the action of the lens in the magnifying glass, which will be super complication
In post 303, shaft.ed wrote:i dont think a shadow will work because
1) it muddies the legibility especially at zoomed out levels
2) if you're going to start adding in light effect, then you kinda have to also account for the action of the lens in the magnifying glass, which will be super complication
I actually had a lensing effect in my original one, don't think anyone noticed because it was too subtle, but being more aggressive with the refractive index made it unreadable.
I saw it and thought it was cool
but agree with you if you notice it as screen res its gonna look weird, and if you don't it seems like extra work on the designer's part
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Post #312 (isolation #19) » Sun Jul 19, 2020 1:41 pm
Postby shaft.ed »
just like looking for clues I guess
and no, I don't know why there wasn't any fingerprint outside the magnifying glass
also combining the fingerprint with the 'scum' colored eye is two layers of symbolism that clash, so if I reiterated this, I'd likely put the 'i' text back to white in the magnifying glass