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Drive-In, lights, action! Cars in movies get a cool illustration twist abduzeedo0211—23 Cars have always been a staple in movies, from the classic muscle cars in "Grease" to the futuristic rides in "The Fifth Element". And let's not forget the unforgettable scene in "The Italian Job" where Mini Coopers drove through the narrow streets of Turin. But have you ever wondered what those iconic movie cars would look like as illustrations? Well, wonder no more because artist Romain Trystram based in Agadir, Morocco has got you covered. Two years ago, Romain started posting his illustrated movie cars on Instagram and since then, he's been revving up the engines of movie fans everywhere with his unique take on some of the most memorable vehicles in cinematic history. Romain sees his illustration series as a playground to try new things and experiment with different styles, and we're definitely not complaining. From the sleek lines of the "Blade Runner"...
over a year ago

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More from abdz.do - Have you given up on being inspired?

Pràctica Redesigns 9+ Wine brand identity and packaging design

Pràctica Redesigns 9+ Wine brand identity and packaging design abduzeedo0511—23 Barcelona-based design studio Pràctica has unveiled a new label design for 9+ wines, a natural wine producer based in Catalonia, Spain. The new labels feature a bold, graphic design that is both eye-catching and informative creating a beautiful packaging design. The 9+ winery is unique in that it is the only winery in Catalonia, and perhaps in the world, whose name is a number, not a word. This presented a challenge for Pràctica, as they needed to create a label design that would be both memorable and easy to understand. The solution was to use a simple, yet effective, naming and graphic system. Each label features the number 9+, followed by the name of the wine and the grape variety. The background of each label is a different color, which helps to visually differentiate the different wines. This project presented the challenge of designing 15 labels, all under a global image but with different families: Base, Selection, and Sparkling. This need led us to create a naming and graphic system that orders and enumerates the wine bottles, not only to rationalize the wide range of products, but to strengthen the winery’s identity as well as to make it stand out from the natural wine sector. Here are some of the key features of the new 9+ labels and packaging design: Bold, graphic design that is both eye-catching and informative Simple, yet effective, naming and graphic system Different background colors for each wine to help visually differentiate the different wines Clean, modern website design that is easy to navigate Information about the winery, the wines, and the winemaking process The new 9+ labels are a significant improvement over the previous designs. They have helped to make 9+ wines more visible and accessible to consumers, and they have helped to strengthen the winery's identity. Packaging design artifacts Credits Printed at Chalaguier Photographed by Enric Badrinas Fonts in use: FK Screamer by Florian Karsten & GT Alpina by Grilli Type For more information make sure to check out Pràctica website.

a year ago 104 votes
Custom Font made of shapes and patterns for John Lewis (UK)

Custom Font made of shapes and patterns for John Lewis (UK) AoiroStudio0510—23 In the world of graphic design, there are few studios as talented and innovative as Hola Bosque™. Based in the vibrant city of Buenos Aires, Argentina, this creative powerhouse has been making waves with their exceptional design work. One of their recent collaborations was with John Lewis UK, where they brought their unique touch to the creation of a custom font and special shapes and patterns for the new Kidswear campaign. John Lewis UK is renowned for its high-quality products and commitment to exceptional design. When they sought a partner to elevate their Kidswear campaign to new heights, they turned to Hola Bosque™ for their expertise. And the result was nothing short of remarkable. The team at Hola Bosque™ embarked on the project with a clear vision in mind - to create a visual language that would capture the imagination of young audiences while staying true to the brand's identity. They knew that typography would play a crucial role in conveying the campaign's message effectively. So, they set out to design a custom font that would be unique, playful, and perfectly aligned with the target audience. They didn't just stop at creating a custom font; they also crafted special shapes and patterns that would complement and enhance the overall visual experience. The team carefully curated a collection of playful elements that incorporated vibrant colors, whimsical illustrations, and captivating patterns. The result was a harmonious blend of typography, shapes, and patterns that brought the Kidswear campaign to life. The custom font became the voice of the campaign, while the special shapes and patterns added depth and visual interest to the designs. Every detail was carefully considered, ensuring that the final outcome was a true reflection of the brand's values and captured the hearts of both children and parents alike.   Typography Hola Bosque™ is a digital studio based Buenos Aires, Argentina. You can follow more of their works via the shared links below. Behance Twitter Team Design & Art Direction: HolaBosque Design Lead, Pattern Design and Illustration: Bernardo Henning Art Direction Lead for John Lewis: Nic Duffy Renders: Pablo Colabella Photography: Nerys Jones Agency: The Different Folk   All product photos are used only for presentation for non-commercial purposes only. All rights reserved.

over a year ago 92 votes
Art direction and branding for Port3 Web3 Experience

Art direction and branding for Port3 Web3 Experience abduzeedo0510—23 Shin Bao, K.K, and Emma Wang have collaboratively embarked on a remarkable branding and design project aimed at developing a visually captivating website and art direction that effectively communicates the brand identity and functionality of Port3. This groundbreaking platform aggregates and standardizes off-chain/on-chain data, constructing a social data layer that holds immense potential for web3 use cases. With a primary focus on their key product, SoQuest, Port3 aims to establish itself as a leading force in the realm of web3 technology. The website design meticulously captures Port3's brand position, elucidating its mission to aggregate and standardize data for universal accessibility. With a user-centric approach, the website visually communicates Port3's commitment to empowering users in the web3 ecosystem. The design showcases the brand's expertise in blending off-chain and on-chain data to create a robust social data layer, facilitating seamless interactions and unlocking new possibilities for decentralized applications. Shin Bao, K.K, and Emma Wang's art direction expertise shines through in the visually appealing aesthetics of Port3's web presence. Employing a harmonious combination of vibrant colors, clean lines, and intuitive navigation, the design captivates visitors and guides them through the brand's story. The art direction creates a cohesive visual language that reinforces the cutting-edge nature of Port3's technology and fosters a sense of trust among users. Port3's branding and  visual identity is carefully crafted to resonate with the web3 community. The logo design embodies the brand's core values, representing the aggregation and standardization of data in a simple yet powerful manner. The choice of colors evokes a sense of innovation, while the typography exudes a modern and approachable vibe. This cohesive visual identity sets the tone for Port3's presence in the web3 space, establishing it as a reliable and forward-thinking platform. Through their collaborative efforts, Shin Bao, K.K, and Emma Wang have successfully created a visually captivating website, art direction, and brand visual identity for Port3. This design project effectively communicates the brand's mission of aggregating and standardizing off-chain/on-chain data to build a powerful social data layer for web3 use cases. With a strong focus on SoQuest, Port3's key product, the design showcases the brand's expertise and commitment to driving innovation in the web3 ecosystem. As Port3 continues to make strides in revolutionizing data accessibility, its visually appealing website and cohesive brand visual identity will undoubtedly play a significant role in capturing the attention and trust of the web3 community. Art direction and branding artifacts For more information make sure to check out Shin Bao, K.K, and Emma Wang Behance profiles.

over a year ago 81 votes
Pixel Art Delight: art direction and illustrations for Foxbat Five

Pixel Art Delight: art direction and illustrations for Foxbat Five abduzeedo0509—23 Renowned artist Margarita Solianova has embarked on a creative journey, shaping the visual identity of the indie arcade game, Foxbat Five. Solianova's exceptional art direction and stunning pixel art illustrations transport players into a captivating world, rich in nostalgic charm and classic gaming aesthetics. Solianova's art direction for Foxbat Five embraces the essence of classic pixel art, paying homage to the golden era of gaming. The project showcases a masterful blend of intricate designs, vibrant color palettes, and meticulous attention to detail, resulting in a visually immersive experience that strikes a chord with both seasoned gamers and nostalgic enthusiasts. The heart and soul of Foxbat Five lie in Margarita Solianova's pixel art illustrations. Her exceptional talent is evident in every character, environment, and animation. Each pixel is thoughtfully placed, infusing life into the game's imaginary universe. Solianova's illustrations boast a timeless appeal, skillfully conveying the personalities and emotions of the characters while evoking a sense of wonder and awe among players. Within the pixelated realm of Foxbat Five, Solianova's illustrations bring the concept of traction and gravity to life. The characters' movements are fluid, capturing the essence of their interactions with the environment. Solianova's art direction enables players to visually comprehend the physics-based mechanics of the game, deepening their immersion into this captivating digital world. Margarita Solianova's art direction and pixel art illustrations for Foxbat Five breathe new life into the indie arcade game, enchanting players with their timeless beauty and meticulous attention to detail. Pixel art samples      For more information make sure to check out Margarita Solianova on Behance. You can also download Foxbat Five on the Google Play

over a year ago 83 votes
Flore — A Collection of Digital Illustrations

Flore — A Collection of Digital Illustrations AoiroStudio0508—23 Laura Normand is a talented Paris-based artist whose work revolves around vibrant and captivating digital illustrations. With a particular focus on flowers, her series of colorful artworks brings the beauty and allure of nature to life in a unique and captivating way. Normand's digital illustrations are characterized by their bold and vivid color palettes, intricate details, and a whimsical touch. She expertly captures the essence of different flowers, from delicate roses to exotic orchids, and transforms them into eye-catching compositions that exude a sense of joy and energy. Through her art, Normand explores the intersection of nature and digital technology, blending the organic forms of flowers with the precision and versatility of digital illustration tools. Her work showcases a deep appreciation for the intricacies of botanical shapes, textures, and patterns, and she skillfully employs various digital techniques to bring out their vibrant qualities. The use of vibrant colors in Normand's illustrations adds a dynamic and lively element to her artworks. Each artwork is a celebration of the diverse and rich hues found in nature, showcasing a harmonious interplay of bold and contrasting tones. The result is a visually stunning series that is both visually pleasing and emotionally evocative. Digital Illustration   Laura Normand is an Pop & Trippy! Artist based in Paris, France.  You can follow more of her works via the shared links below. Personal Site Behance Instagram   All product photos are used only for presentation for non-commercial purposes only. All rights reserved.

over a year ago 94 votes

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17 hours ago 2 votes
Screens Are Good, Actually

A screen isn’t a technological distraction to overcome but a powerful cognitive prosthetic for external memory. Screens get a lot of blame these days. They’re accused of destroying attention spans, ruining sleep, enabling addiction, isolating us from one another, and eroding our capacity for deep thought. “Screen time” has become shorthand for everything wrong with modern technology and its grip on our lives. And as a result, those of us in more design and technology-focused spheres now face a persistent propaganda that screens are an outmoded interaction device, holding us back from some sort of immersive techno-utopia. They are not, and that utopia is a fantasy. The screen itself is obviously not to blame — what’s on the screen is. When we use “screen” as a catch-all for our digital dissatisfaction, we’re conflating the surface with what it displays. It’s like blaming paper for misleading news. We might dismiss this simply as a matter of semantics, but language creates understanding and behavior. The more we sum up the culture of what screens display with the word “screens,” the more we push ourselves toward the wrong solution. The most recent version of this is the idea of the “screenless interface” and the recurring nonsense of clickbait platitudes like “The best interface is no interface.” What we mean when we talk about the “screen” matters. And so it’s worth asking, what is a screen, really? And why can’t we seem to get “past” screens when it comes to human-computer interaction? For all our talk of ambient computing, voice interfaces, and immersive realities, screens remain central to our digital lives. Even as companies like Apple and Meta pour billions into developing headsets meant to replace screens, what do they actually deliver? Heavy headgear that just places smaller screens closer to our eyes. Sure, they can provide a persistent immersive experience that a stationary panel cannot. But a headset’s persistent immersion doesn’t make a panel’s stationary nature a bug. What makes a screen especially useful is not what it projects at you, but what happens when you look away from it. It is then that a screen serves a fundamental cognitive purpose that dates back to the earliest human experiences and tools. A screen is a memory surrogate. It’s a surface that holds information so we don’t have to keep it all in our heads. In this way, it’s the direct descendant of some of humanity’s most transformative devices: the dirt patch where our ancestors scratched out the first symbols, the cave wall that preserved their visions, the clay tablet that tracked their trades, the papyrus that extended their memories, the parchment that connected them across distances, the chalkboard that multiplied their teaching. Think of Einstein’s office at Princeton, with its blackboards covered in equations. Those boards weren’t distractions from his thought — they were extensions of it. They allowed him to externalize complex ideas, manipulate them visually, and free his mind from the burden — the impossibility — of holding every variable simultaneously. Our digital screens serve the same purpose, albeit with far greater complexity and interactivity. They hold vast amounts of information that would overwhelm our working memory. They visualize data in ways our minds can grasp. They show us possibilities we couldn’t otherwise envision. They hold them all in place for us, so that we can look away and then easily find them again when we return our gaze. Comparing screens to Einstein’s chalkboards, of course, is a limited metaphor. Screens also display endless streams of addictive content designed to capture and hold our attention. But that’s not an inherent property of screens themselves — it’s a consequence of the business models driving what appears on them. The screen isn’t the attention thief; it’s merely the scene of the crime. (And yes, I do think that future generations will think of today’s attention economy in the same way that we think of other past norms as injustices.) The connection between screens and attention matters, of course, because our brains have evolved to emphasize and prioritize visual processing. We can absorb and interpret visual information with remarkable efficiency; simply scanning a screen can convey more, faster, than listening to the same content read aloud. Visual processing also operates somewhat independently from our verbal reasoning, allowing us to think about what we’re seeing rather than using that cognitive capacity to process incoming language. We can scan at the speed of thought, but we can only listen at the speed of speech. This is why efforts to create “screenless” interfaces often end up feeling limiting rather than liberating. Voice assistants work beautifully for discrete, simple tasks but become frustrating when dealing with complex information or multiple options. Information conveyed in sound has no place to be held; it can only be repeated. The screen persists because it matches fundamental aspects of human cognition by being a tool that, among other things, offers us persistence: a place to hold information. None of this is to dismiss legitimate concerns about how we currently use screens. The content displayed, the contexts of use, the business models driving development — all deserve critical examination. But blaming the screen itself misses the point, misdirects our efforts to build healthier relationships with technology, and wastes our time on ridiculous technological fetch-quests for the next big device. Perhaps instead of dreaming about moving “beyond screens,” we should focus on creating better screens and better screen experiences. “Better screens” is a problem of materials, longevity, energy consumption, light, and heat. There’s so many things we could improve! “Better screen experiences” is a matter of cultural evolution, a generational project we can undertake together right now by thinking about what kind of information is worth being held for us by screens, as opposed to what kind of information is capable of holding our gaze captive. The screen isn’t the problem. It’s one of our most powerful cognitive prosthetics, a brain buffer. Our screens are, together, a platform for cultural creation, the latest in a long line of surfaces that have enriched human existence. De-screening is not just a bad idea that misunderstands how brains work, and not just an insincere sales pitch for a new gadget. It’s an entirely wrong turn toward a worse future with more of the same, only noisier.

yesterday 2 votes
nuvéa body lotion by Aiham Othman

This project involves a packaging series for nuvéa, a brand focused on hydration, softness, and sensory beauty. The design seamlessly...

2 days ago 2 votes
Language Needs Innovation

In his book “The Order of Time” Carlo Rovelli notes how we often asks ourselves questions about the fundamental nature of reality such as “What is real?” and “What exists?” But those are bad questions he says. Why? the adjective “real” is ambiguous; it has a thousand meanings. The verb “to exist” has even more. To the question “Does a puppet whose nose grows when he lies exist?” it is possible to reply: “Of course he exists! It’s Pinocchio!”; or: “No, it doesn’t, he’s only part of a fantasy dreamed up by Collodi.” Both answers are correct, because they are using different meanings of the verb “to exist.” He notes how Pinocchio “exists” and is “real” in terms of a literary character, but not so far as any official Italian registry office is concerned. To ask oneself in general “what exists” or “what is real” means only to ask how you would like to use a verb and an adjective. It’s a grammatical question, not a question about nature. The point he goes on to make is that our language has to evolve and adapt with our knowledge. Our grammar developed from our limited experience, before we know what we know now and before we became aware of how imprecise it was in describing the richness of the natural world. Rovelli gives an example of this from a text of antiquity which uses confusing grammar to get at the idea of the Earth having a spherical shape: For those standing below, things above are below, while things below are above, and this is the case around the entire earth. On its face, that is a very confusing sentence full of contradictions. But the idea in there is profound: the Earth is round and direction is relative to the observer. Here’s Rovelli: How is it possible that “things above are below, while things below are above"? It makes no sense…But if we reread it bearing in mind the shape and the physics of the Earth, the phrase becomes clear: its author is saying that for those who live at the Antipodes (in Australia), the direction “upward” is the same as “downward” for those who are in Europe. He is saying, that is, that the direction “above” changes from one place to another on the Earth. He means that what is above with respect to Sydney is below with respect to us. The author of this text, written two thousand years ago, is struggling to adapt his language and his intuition to a new discovery: the fact that the Earth is a sphere, and that “up” and “down” have a meaning that changes between here and there. The terms do not have, as previously thought, a single and universal meaning. So language needs innovation as much as any technological or scientific achievement. Otherwise we find ourselves arguing over questions of deep import in a way that ultimately amounts to merely a question of grammar. Email · Mastodon · Bluesky

3 days ago 3 votes
Solid Order Jewelry by ADS

Solid Order is a young fine jewelry brand from China, known for its neutral aesthetic inspired by geometric forms and...

3 days ago 2 votes