Perfectionalism—objectively fantastic design (with occasional miscellany and interviews)

Via logoplay:

Full disclosure: I haven’t written anything longer than a tweet in quite some time. If you have any comments or suggestions, please let me know @markstuckert — I also plan to have Disqus comments up and running soon. So yes, this one might be a little rough around the edges, but I’ve been putting it off for too long, so … here we go!

“The Last of Us is an upcoming post-apocalyptic third-person survival action-adventure game developed by Naughty Dog for the PlayStation 3. It was officially revealed on December 10, 2011 during the Spike TV Video Game Awards.”

This logo is fantastic — it’s actually the reason I decided to start this blog. Sharp, angular type, tightly kerned and tastefully distressed. Delicious. Its creators could have stopped there and had a perfectly presentable mark — not groundbreaking, but definitely attractive. But lo! They went further, and introduced a little technical/conceptual “something”. Segue to a quote from logo designer/other things designer David Airey, who says that “all strong logos [need to] have one single feature that helps them stand out … one thing. Not two, three, or four. Just one.

And that thing is — wait for it — the line break. This unique device creates an unexpected and interesting form while conceptually alluding to dilapidated structures and a fragmented/isolated humanity. The words are broken. The people are broken. Society is broken. Et cetera.

I could go on, but I think I’ll keep this first post short and relatively sweet. Again, apologies for the poor writing, but hopefully it’ll pick up. The Last of Us. Isolated, broken, alone. Beautiful!

(via )

Running on The Default Network
by Boyce. Curated by Mark Stuckert.