Blog.OneTenEleven

Design + Motion

WipEout: Futurism

The definitive illustrated history of the cult videogame – a heart-thumping fusion of groundbreaking graphic design, architectural futurism, electronic music and high-speed racing.

Overview

WipEout crashed onto the scene in 1995, shifting games into the cultural fast lane with its unique 3D visual designs. It propelled a wondrous hit of anti-gravity, hyperspeed racing into the heart of the freshly-released PlayStation console and, over time, the series – developed by Psygnosis, later known as Studio Liverpool – grew into a cult phenomenon amongst graphic designers and gamers alike. With its club-land branding – devised by cutting-edge Sheffield agency The Designers Republic, and its on-the-pulse electronic soundtrack featuring artists such as The Chemical Brothers, The Prodigy and Orbital, WipEout was not only a racing game – it was a vehicle for art. 

WipEout: Futurism chronicles the iconic game’s vision, struggles and achievements – from first conception to future plans, in a distinctive union of trailblazing artwork and graphic design. The extraordinary, and rarely seen, concept art created for the game is beautifully reproduced throughout the book, while The Designers Republic’s peerless vision for an alternative future – with its roots planted in the rich earth of sci-fi iconography – weaves its way throughout the pages, making this publication a densely packed expansion to the beloved series. 

Created by Read-Only Memory and art-directed by The Designers Republic alumni Michael C Place / Studio Build, this book is for those who are well-acquainted with the delights of WipEout and for whom this futuristic, epoch-defining creation is yet to be discovered.

The Book

Working its way through the fascinating creation story and cultural footprint of the WipEout game series, WipEout: Futurism offers unprecedented access to the game’s visual archives and reveals the creative processes behind the teams, tracks, vehicles and iconography that define the series. Within these pages you will find original concept art, promotional materials, in-game photography, the monumental graphic design work of The Designers Republic and much more.

The book also includes exclusive interviews with electronic duo Orbital’s Paul Hartnoll, sound designer Loïc Couthier, writer Damon Fairclough, game director Stuart Tilley and more. 

The layout showcases a specially-crafted, WipEout-inspired design – with art direction by Michael C Place, whose graphic-design roots lie in tDR during the years WipEout was created.

Pre-Order at Vol.co (Sold Out)

Onesal – Visual AMSR

An Exploration of Tactile Textures in Nature

Natural sculpture formations set in seemingly impossible earth-like landscapes covered by living elements of surreal colors, each film travels through each almost at a micro level, witnessing its evolution.

The body of work delves into textural, tactile elements morphing, and interacting with each other in surreal environments. The work set off to blur the boundaries between nature and design, simplicity and complexity, in an uncompromised abstract way.

View Project

HOLO 3

Mirror Stage:
Between Computability
and Its Opposite.

Holo 3 from holo.mg

HOLO emerged in 2012 to explore these entanglements—first with a periodical, now across an expanded platform. Set up in the grey zones between art, science, and technology, it frames scientific research and emerging technologies as being more than sites of invention and innovation—as epicentres of critical creative practice, radical imagination, and activism. The artists and designers working with related materials—algorithms and microcontrollers, meteoroids and fungi, data and archives—aren’t just updating notions of craft for the twenty-first century, they are researchers and cultural critics.

Learn more about the making of HOLO 3 via the development diary. It’s an instance of ‘thinking in public,’ where Guest Editor Nora N. Khan and Team HOLO documented their process from start to finish, be it excerpts of Khan’s research conversations with Peli Grietzer, erudite introductions of themes and contributors, or design mockups and schematics.

Guest editor Nora N. Khan and fifteen luminaries question our problematic faith in and deference to AI. Exploring the limits of knowledge, prediction, language, and abstraction in computation, their collected essays and artworks measure the gap between machine learning hypotheticals and the mess of lived experience.

Universal Everything – LIVART

Universal Everything has just published a glimpse into their brand exploration for LIVART furniture.

UE experimented with LIVART on a wide design and motion exploration into dynamic typography, anthropomorphic objects and iconic figures.

The outcome is the basis for a fresh new visual language for the design of retail interiors, signage, packaging and TV commercials.

Credits

Creative Directors: Sam Renwick, Cai Matthews and Matt Pyke
Design and Animation: Chris Perry, Matt Frodsham, Joe Street
Producer: Amalie Englesson
Executive Producer: Claire Cook

www.universaleverything.com

OFFF 2023 – Found Studio

On March 23, 24 and 25 OFFF returns, the festival of reference that shows the latest trends in the field of creativity and design.

The OFFF’s “Cube” campaign was brought to life by a team specially assembled for this purpose, consisting of Vasava, Barcelona (concept and creative execution), Found, London (CGI and motion), and Combustion, São Paulo (sound design and music). With its visually stunning and thought-provoking concept, OFFF 2023 promises to be a truly inspiring event that celebrates diversity, constant change, and the power of creativity.

“Cube” embodies the amazement and surprise artists evoke from the audience and begins with a set of rooms symbolising the diversity of the festival’s speakers and artists’ creative practices.

https://vimeo.com/796299961

VSK.WORLD

VSK.WORLD is dedicated to learning 3D with a certain focus on design.

It’s not a plain tutorial page, it tries to offer different things: From free, to paid tutorials, to 3D assets.

Basically, it has everything you need to become a better 3D artist.

Improve your rendering skills with Redshift and get a better understanding for materials, colors, textures, lights and compositions.

vsk.world

Dropspot – Isolines

OneTenEleven recently joined Dropspot, a curated NFT Marketplace on the Cardano network, the worlds most sustainable blockchain.

Isolines is an exploration of abstract geometric formations, sliced to carve contour lines. Colours mapped to the elevation points forging unique patterns. Created in Cinema4D, Rendered with Cycles4D.

Launched late ’22 Dropspot.io already features some incredible artists including Tina Touli, Yves Peitzner & Alice Labourel.

dropspot.io

System Process Form

MuirMcNeil and Unit Editions

The ultimate typographic experiment – 7,762,392 typefaces from one of the world’s foremost typography studios.

MuirMcNeil makes typefaces that work in mysterious but mathematical ways. Using methods that are entirely contemporary, though they can seem arcane, they explore ‘parametric design systems’. And there is something about their commitment to a punchy, practical, systems-based approach that communicates far and wide.

Founded in 2009 by Paul McNeil and Hamish Muir, MuirMcNeil was established to explore the use of systematic methods in graphic design, typography and moving image. Their first publication, System Process Form, is a detailed survey of their Two type system, an extensive collection of geometric alphabets in which every stroke, shape, letterform and word is designed to correspond and collaborate in close harmony. Far from a mere catalogue of typefaces, this publication is a powerful demonstration of the beauty of analytical approaches to form-giving for visual communication, one that embraces both micro and macro views, and one whose end results can be as spectacular as they are unexpected.

Driven by numbers, rules, conditions and permutations as well as design decisions and collisions, the Two type system is a continuously evolving body of work both analog and digital, algorithmic and fortuitous, predefined and wildly unpredictable. The system comprises eight family groups, designed not as independent alphabets but as features of an expansive design space in which individual glyphs interact as variable components. A standard grid determines positioning for both shapes and spaces with every element aligning precisely, so that the superimposition of any pair of the system’s 198 modular fonts will result in a single unique instance from 39,204 possible combinations. Selected examples of these combined forms are displayed in System Process Form, along with many even more exuberant outputs composed from the millions of options afforded by the combinations of three layers.

In the editions here, exclusive to Volume, System Process Form reveals how design can be liberated from the narrow confines of individual ideas, intentions or expressions, leaving the designer free to discover infinite new organisms rather than being obliged to invent them.

vol.co/product/system-process-form/

Aesthetics are usually considered a set of principles concerned with the nature of beauty, but for both of us, systems are aesthetically beautiful in themselves.

MuirMcNeil