Generative Typography by Q

Typographic music by Dina Silanteva

Both projects are an exploration of generative typography. Typographic music is similar to one of the approaches in the final project. Several modules create one letter. Also, Generative typography by Q could be a good inspiration source for the final project. There is a lot of generative type exploration included in his work. In comparison to ‘Generative Typography’ and ‘Typographic Music’, ‘Generative Typography’ has more variety of type exploration which is visually inspiring. Also, ‘Typographic Music’ has much clearer parameters for each visual element than ‘Generative Typography’. I admire both projects because they have very interesting visualizations of data and generative type with an algorithm.

haewanp – Project 12 – Final Project Proposal

Generative Greeting Card

For the final project, I and my classmate Bettina collaborate to make generative greeting cards. Each of us will create a few different visual styles of cards (This will be the way we split up the work). Even if there are different styles and approaches, we are mainly focusing on creating typography with the techniques that we learned in the class so far. These are some approaches/styles that I am considering:

  1. Creating custom typefaces with geometric elements.
  2. Creating type with depicting pixels with lines, circle or any simple graphic elements. I used this approaches in my previous project
  3. Creating a graphic pattern.

In addition, I am considering that make data visualization approach with this card generator. For example, based on who is receiving this card, what is the purpose, what is the relationship between sender and receiver or etc, visual elements could be differentiated. I think some parameters should be clarified.


For my final project, I wanted to take inspiration from my looking outwards and create some minimal graphics that alter slightly according to certain types of music – so from one beat to another the graphics look like they are moving to the beat but as soon as a different music type comes in, it can be that a completely new graphic comes in. I al also playing around with the idea of using these graphics to create a small animation story – like a really simple story that is represented using no facial expressions but rather how really simple graphics interact with each other and having these small interacting graphics heighten their ‘expressions’ using small sounds.

What I know for certain about my project is the type of graphics that I will be using and coding, that there most likely will be sounds involved that relate the situation and that my graphics will be telling a small story using these animations. My aim is to create some very simple motion graphics work.

^some of the simple graphics that i could use and play around with

mjeong1-Looking Outwards-12-Section A

“Swipe Brick Breaker” by Monthly 23 (Yoonsup Choi)

In research for my precursor project, I decided to compare different app games that have been popular among my friends. First game, Swipe Brick Breaker is a simple and very addictive game that I recently fell in love. Swipe Brick Breaker is a mobile app game developed by Monthly 23. Monthly23(Yoonsup Choi) is independent one man developer who release game every month. He makes addictive minimalist game for all ages. I like how he creates interesting game with simple geometry and simple rules. The rule for this game is simply swipe to shoot balls to break bricks. When the ball hits the brick, durability is reduced. When durability reduce to 0, brick breaks. You should get the green circle to increase the number(power) of balls. When the bricks reach the bottom line, game is over.

link to appstore for brick breaker

“Ready Steady Bang” by  The Cowboy

Second game that I looked into is “Ready Steady Bang” by The Cowboy Games limited. Ready Steady Bang is a simple shooter game, perfect for gamers who love the minimalist approach.This black and white cartoon-like dueling game has players tap their side of the screen as soon as the countdown is finished. The twist? The “bang” happens at random intervals, meaning you have to wait to hear it before you can pull the trigger. This game relies on pure speed and reflexes and is perfect to play with a friend. Although, it does have a single-player mode that increases difficulty as you progress further.

link to ready steady bang

Key part I like the most about the first game is calculating reflection angle with the bouncing wall. Second game is interesting because it requires perfect timing when the shooting is required. I like how both of them take minimalist approach to its design and  operation. I also like how they rely on simple “tapping” or “pressing” instead of complex control keys or mouse control. For my final project I want to combine two project to create minimalist shooting game. I initially took a idea of shooting and aiming method from the ready steady bang. Like brick breaker game, I want to create a game that people have to aim precisely at target object and calculate the reflection angle with the edges of the canvas to make a shoot.


For my final project I would like to create a 2D platformer exploration game. I want to create an interactive game where a character has to navigate through an environment and either click on certain objects or come into contact with a portal to reach the next phase or environment. I want there to ultimately be some type of end environment in which the character is trying to reach. I am really inspired by the games, “Loved”, and “Limbo”, and would be interested in making the landscapes/environments slightly dangerous and contain traps. I would like to incorporate sounds in my game as well, and really focus on the art that goes into the environments and of course, the coding. I will be implementing gravity in the game/code so that my character can move around the environment, jump on top of things, etc. The game will also probably include animations in the environment and for the character.

This is a photoshop sketch of the type of environment I want to create. The character will interact with the background and jump, move, etc.


For my final project, I’d like to create a cute, simple, and clean animation with an interactive touchpoint- perhaps by pressing certain keys or clicking in certain areas. I’m not exactly sure what I want the keypressed action to trigger, but I would like a cute and simple interaction to happen, one that brings the user a sense of delight. Perhaps you press a key and a character on the screen blushes or jumps. I wanted to animate using the soundtrack “Boba Beach” and I attempted to over the summer, but didn’t finish. I had a pink beach and little bobas with faces drawn on them. I thought it’d be interesting if I could animate them in a simple manner using code! Part of the reason I was so hesitant to try to animate this idea was because AfterEffects intimidated me, so I’m excited to see what I can make with my new knowledge of p5.js.

little boba pearls with faces chilling on a beach. maybe they’ll jump when you press keys, or change expression.


One project I really admire is the puzzle game Monument Valley, developed by Ustwo Games. It was based on concept drawings by company artist and designer Ken Wong. Monument Valley‘s visuals were inspired by Japanese prints, minimalist sculpture, and other indie games. Looking at their clean, simplistic visuals makes me happy. I also really love their color schemes, and I like that their game gives people a sense of delight. I also appreciate the game’s meaningful visualization of the relationship between mother and child, and that it illustrates a metaphor for the “ever-evolving relationship between child and parent: one that shifts from reliance, to mutual respect, to a reversal of caregiving.” Monument Valley came out in 2013, and Monument Valley 2 came out in 2017.

In contrast to this game of puzzles, I also really like another phone game called Neko Atsume. It was developed by Hit-Point Co. and came out in 2014.  This game allows you to play with cats who visit your virtual backyard, and take pictures of them and “collect” all the cats. I like this game because there are simple interactions to allow me to feel delight and become attached to the cute cats, such as feeding them or taking “snapshots” of them. And although there aren’t any puzzles for me to solve like in Monument Valley, I still find myself attracted to the game and enjoying the simple, cute interactions. These two projects also have very different aesthetics, and I find myself enjoying both.

A screenshot of one of the puzzles from Monument Valley. I really like the color schemes and geometric aesthetic.

Monument Valley 2 Article

A screenshot of Neko Atsume. The cats interact with objects you set up in your yard.

What Neko Atsume is


Loved is a browser based platform game by Alex Ocias, a graphic designer and artist. Written in Adobe Flash and released in June 2010, the game is a slightly sadistic exploration game where the player moves through a pixellated world and chooses to obey or disobey commands from a mysterious abusive narrator on the screen. The game is psychological in nature and thought provoking, and features a minimal landscape which becomes more and more complex as commands are disobeyed (the world gets more colorful). The other project I chose to write about is Limbo, a puzzle-platform video game developed by independent studio “Playdead” and released in July 2010. The game is a 2D side-scroller, and contains a physics system which controls objects in the environment and the character. The players job is to guide a mysterious little boy through dangerous environments and traps as he searches for his sister. The game was built with the expectation that the player would fail many times before finding the correct solution. The art in the game is made in black and white, and uses many effects including sound to create the eerie atmosphere of the world. I seriously admire these projects for their ability to immerse the player in the world built by the artists. Both of the games contain a sort of sadistic aspect which interests me, and Loved touches on really interesting themes of power and control, and abuse. What is really amazing is that both of these games turn games into a sort of art form, through both sophisticated visuals and complex concepts. People complain that limbo, however, could have had a more complex story line, and while I partly agree, I think the game suffices as one that paints a convincing environment and forces the player to overcome puzzles to survive.



Limbo gameplay

loved gameplay

limbo wiki

loved wiki

yushano_Project 12

Final Project Proposal

What I plan to do for my final project is an animation and games combined. I will try to imitate a Christmas scene with a start page and then the scene will change to a moving Ferris wheel in the center with background music. There will be random Christmas stuff that falls from the sky. If the user press them, there will be sound and also the stuff will disappear. You may get points added or off depending on the objects that you press. Also, the speed of the game will accelerate at some point.


^Jay van Cleef – A Minimal Love Story

For the first project, I looked at a student’s project which was a very simple concept of combining minimal graphic concepts with different visual attributes and noises to give a short minute long story that represents every romantic movie, story, tale, poem, etc. In the story he has a male and a female figure represented by coloured squares, a barrier that comes in between them as a literal barrier that stops them from meeting each other and the process that the ‘male square’ goes through to break that barrier, with the final outcome being the squares reuniting.

I found this really interesting because he conveyed every emotion that these ‘graphics’ would be feeling through the use of the correctly placed sound, and I would really like to look into something like this for my work.

^Carlo Vega – An Expansion

Going on the same line of looking at artists and motion designers that combine simple graphics with sounds to bring about a different emotion and create a compelling animation, I came across the work of Carlo Vega, a motion designer. He takes a much more experienced are artistic approach to this entire concept of combining coding and sounds to bring about beautiful animations that I would love to use as an inspiration for my project 12 work.