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About Graphic Design


I decided to become a graphic designer in 1970 after seeing an exhibition of Polish theater posters. And although I found out very quickly that the job wasn't really about designing cultural posters and book jackets, that instead it was really all about the advertising industry, that was still perfectly acceptable: All those brilliant British commercials back then? And - yes, of course one put one's services to Capitalism, but Capitalism was not the monster that it has become today. There were countries (in Western Europe especially) where the system appeared to be working out OK. And then the profession itself was highly creative. The likes of Milton Glaser and Herb Lubalin all over the place... Not a single "template" to be found. Not even a notion of that. Every thing thought out, deliberated upon as a unique problem. Every solution distinctive.
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So, as predicted...


I have had a whale of a time making things for the imaginary alpha.tribe RL store. No idea what this store is supposed to be all about at this at point - they seem to be selling everything.
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alpha.tribe branding

And now for something completely different...
Why would I do a 'real life' branding for alpha.tribe - a virtual fashion store?
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From Azimuth to Cypher

Once upon a time there was a great free app called Mural.ly with which one could create boards. I assembled the material of a research project on just such a board. The full board looked like this:
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Curio


Curio is playing into my 'minimalist and yet narrative' obsession in a way that the others aren't. Here, the 'tale' is in the steampunk textures with which I clothed the basic prims - mostly cubes actually. And the avatar, of course.
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She has it nailed

I am listening to her right now and - yes! For anyone who has any sort of hope of salvation for the system we are all subject to, what she says will be very hard to take. She is hardcore. And, from where I am sitting here on my sofa, she has it dead to rights.
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Scrounging around for minimalist stuff

I am still preoccupied with my building stuff in SL. How to improve on it, how to bring myself up to scratch. The complex mesh stuff is really not for me. So, maybe taking the minimalist route I was talking about before is a good idea. But how? Same as before? I think not.
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Going back to minimal?

While I was putting together images for the new ShapeShifter 2012 site I re-rezzed some of the stuff that was on that sim in order to photograph it  (yes, don't ask - I was inexperienced and silly enough not to have made an OAR). And I remembered that I really liked what I had done back then.

I am not sure if this stuff was as popular with visitors as the more 'storyworld' type of stuff that I also do. I am fairly certain that when this stuff was rezzed at alpha.tribe there were not too many photos of it on Flickr, which is always a good indicator as to how much people like what you make.


Does that matter? Well yes, of course it does. I want others to come and enjoy my sims, tell their friends, come back to play some more.

But, I do want to make more minimal things. Because I really like them. Truth be told, I like them much better than the storyworlds. So, could there be a way to combine these two really different approaches?
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The Symmetry book

Thinking of things I could do next, I keep coming back to graphic design. I made these pages a year ago for a project that was later published as an insert in a Turkish art magazine. We did not use this set but something else entirely. But, I liked these. More so than what the curator actually decided to go with. So, I sometimes look at them.
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I have been sitting right here on the sofa, listening...


... to progressive commentators. For almost 3 years now. Turkish progressives. British progressives. And especially American progressives. Real ones. Not a bunch of mealy mouthed faux-liberals and such.
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The Miro Sphere


I had forgotten about this. It was a self contained environment inside a sphere filled with 3D objects that were inspired by Joan Miro's critters. I made this 4 or 5 years ago and the objects were in fact mesh. Made in photoshop where I could be intuitive, by which I mean following what coincidences or even accidents give me. And back then they gave me these guyz. Could I reproduce them or make something similar today? Probably not.
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So - what next?

During these past few years that I was away from virtual worlds, it wasn't just making things in virtual worlds that I lost interest in. I lost interest in making things - period.* What has been happening recently however is that my appetite for making things has been coming back with a vengeance.
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Self Evaluation in SL

The new island is more or less done. It looks OK, but it is nothing like what I achieved with Fool's Gold in 2015. The dark sky level is probably the best part visually speaking, and the ground level seems to work, if not entirely from a design point of view (lots of flaws that I see but can't figure out how to fix), then in terms of being a weird little playground.
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Arcadia's avatars...

As I wrote before I have used Arcadia Asylum's prims for many builds. Fool's Gold, the best sim I think I ever built was made almost entirely out of them, and this new one has quite a few as well. I am a big believer in remediation, in reworking and modifying things to make my own stuff. Not to make everything from scratch but to build upon the foundations that others have set for me. Which is actually called Produsage, and I have even written academic papers on it.
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Midnight Wastes


I have gone back up to the towers that I had started to build a few weeks ago. But, like most of what I do, things did not go quite as planned and I ended up adding things that I had not thought of when I was first thinking about this level.
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The crazy cat lady parlor

A while ago Eupalinos Ugajin gave me the sofa as a gift. And I was so delighted that I immediately rushed out to get the matching arm chair and put together a special parlor for cat lovers on the island.
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The Hextraordinary Cat

Naxos gave me a wonderful gift. Just look at this little guy! And when I walk he walks right along with me. When I stop he immediately plops himself down and sometimes he swishes his tail. Not the upcoming animesh, the creator made the animations by using instances and transparencies.
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I have decided to build a playground

From the sky tower city, which I am leaving alone for now, I have moved to ground level to put together an amusement park of sorts. Ferris Wheel, carousel, bumper cars, some rides and a shooting gallery. Or rather a grab-a-duck gallery - no killing on my land - you just get to grab a duck and if you catch it the kiosk will give you a gift.
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First trial - building towers

I have started at a sky level. The idea is to build another "city," but one that is quite different from Blueprint City where the whole idea was to use only cubes, rectangles and cylinders that were covered in textures that distracted from their being nothing but basic geometric prims. With this one I am actually using quite complex elements out of which I construct towers that are combined with flora, specifically trees.
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But, it isn't just the gold

I am finding it quite hard to rebuild the island. Nothing seems to work quite how I want it to. And the truth of the matter is that the island that I built 3 years ago is probably the best thing I have ever made in Second Life and it is quite hard to even try to get close to that. Gold or no gold, the place had a mood. And it told a tale. Which is quite a hard thing to pull off - as I am finding out, trying to set up another "mood" now.
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While transferring the blog...

I encountered myself from years ago. There is even a photo that Lanfranco took in Singapore in 2008 where I look not just 10 years, but 20 years younger than my current age of 65.