Friday, November 23, 2012

Massive Black Volume Two


I was born 35 years too early.  I studied graphic design, painting, drawing, etc. at the University Of Miami which I graduated from in 1977.  

Star Wars came out that year, special effects were just starting to show their potential in movies, computer animation was only a dream, personal computers did not exist. 
Photoshop and other programs had yet to be conceptualized, print was king-but photo and art reproduction was lackluster at best and imagination was frowned upon in the work-a-day world of commercial art.

Ad agencies handled the bulk of media advertising and TV, print and outdoor advertising seemed content to produce 'safe' advertising for products.  

If an individual or company dared to step over the 'acceptable' norm of advertising or design they were met with skepticism, ridicule and suspicion.  I was taught to 'take it safe' and stick with traditional design principles.

All work was done by hand, pasted up on boards, spec'd for printers and after what seemed like forever would finally see print. Corporations ran the show and individual expression was frowned upon.  Opportunities to excel were few.

With the introduction of affordable computers, design programs, video games and vastly improved imaginative advertising for movie, music and other forms of mass entertainment, things began to change.

Creativity was, and is, encouraged.  More high-quality artwork created primarily on computer is everywhere.  Artists can now design and redesign characters, vehicles, etc. on computer and relatively easily change costumes, lighting, hues, effects and so forth.

Movies, TV, online, print and social networks all have intertwined and changed the way we see commercial art.

Graphic designers have now become proficient in computer technology, hardware, software and programming.  More than just designers, the new generation of graphic designers have become experts at human anatomy, clothing, vehicles, landscapes, lighting, shading and so forth.

Having said all that I am extremely impressed by Ballistic Publishing's new book chronicling the artwork of Massive Black: a topnotch design house that employs some of the most talented artists in the world.

Massive Black Volume Two contains concept and finished art from projects completed between 2008 and 2012. Every conceivable type of work is showcased from video game to movie character, vehicle and environment concepts.

Stunning art is showcased on each page and as I flipped through the book the art just kept getting better and better.  Talk about a visual overload!  It is truly and astounding collection of art complemented with informative text tidbits and notes.  

The deluxe softbound book is wrapped in a solid white cover with a varnished Massive Black logo on its cover.  A solid white slipcase protects the book which makes for a clean, eye-pleasing design.

Everything about this book screams first class from its exterior to its breath-taking interior art. 
As I stated earlier, I was born 35 years too early.  I wish I had had such technology and freedom available to me as a young professional.  

No regrets though-I get to enjoy the incredible talent of the Massive Black artists and get to encourage young designers to take advantage of the vast array of technology available to them today.