Anyone who's ever been to high school should know that high school logos are notorious for copying professional sports teams. I've observed copycats of the Atlanta Falcons, Denver Broncos, Colorado Rockies, and even universities such as Arizona and Virginia in high schools in the past few weeks alone.
Is this even legal? Some logos are blatant copyright infringements, while others have their own unique flair. Even the most obvious thefts, though, wouldn't be worth it to stop. Professional sports leagues can send cease-and-desist orders to countless high schools across the United States, but it probably isn't worth their time. Additionally, it would create mountains of bad press and create general unhappiness. Sometimes, people can get behind the idea of borrowing a pro team's logo: In 2010, the director for corporate communications of the National Football League (NFL) said that "We support football on all levels and do not have an issue with high school and youth teams using NFL team logos." It's also an easy thing to do. Why create an entirely new logo instead of tweaking an already existing one? I'd argue for the latter of that last sentence. The pinnacle of graphic design is creativity. Taking other people's work is not only illegal, but it's wrong. Even with an endorsement from the NFL, it must leave a sour taste in the mouths of high school principals across the country to lift their logo from a pro sports team. I'd love to see a future of high schools with exciting logos that are unorthodox and special. In a world full of talented graphic designers and endless possibility with software such as Adobe Photoshop, why not take the time to have uniqueness? My recent observations have only reinforced the importance I place on graphic design, and I can't wait to see - albeit unlikely - a wave of new high school logos. Summary
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Creating the UI of a game is one of the most crucial design decisions. It can be done in a wide array of methods that span across many different genres. Today, I'm going to step foot in the jungle of user interfaces and explore how some games I enjoy playing employ it. First, I'll launch an investigation into the uber-successful sandbox/adventure game available on all platforms: Minecraft. Its user interface is very simple, containing a health bar and inventory. This can help focus the player on playing the game instead of being distracted with a complex UI. However, a highlighted box surrounds the item the player is currently selecting. This prevents confusion surrounding which object is selected. Additionally, Minecraft added a hunger bar beside the health bar a few years ago, which lets the player understand the hunger mechanic by displaying how hungry they are. The UI is located in the center bottom of the screen to not obstruct gameplay while still being easily found.
Temple Run, another very popular game, is an adventure-ish infinite running game on mobile. The UI of Temple Run has three main components: the coin collection, the score indication, and the pause button. Each of these three are away from the center of the screen, each in a corner, which is imperative for a mobile game for good visibility. They also are stylized in the aesthetic of the game. The coin collection shows how many gold coins the player has collected. The score indication - you guessed it - indicates the score the player has earned. Finally, the pause button allows for the player to momentarily leave the game, another high importance thing for mobile. Star Wars Battlefront 2, available on consoles and computers, isn't nearly as well-selling as Temple Run or Minecraft, but it's a great example of a unique UI and it's a first person shooter game. The top of the screen shows information relating to the objective of the game: how many kills each team has, how many areas each team controls, etc. The bottom right displays items the player has and when they are available to use. The health bar, at the very bottom of the screen, shows how much health the player has. Above it lies more information: how fast a gun is overheating and indicating damage or kills. These are important elements to include in a game that includes guns. Lastly, in the bottom right, there's a minimap that includes the locations of nearby players. Summary
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AuthorHI! I'm a 12th grader and on this page, I will blog about me and what I'm going through, both in Game Design class and in life. There are a mix of required blog posts and personal reflections, which you can sort, among other things, below the disclaimer and archives. DISCLAIMER
The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools. Archives
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