There's a lot to break down with this article. First off, an internship at a local place relative to one's major is a good thing to consider, especially for an art major. It gives a person hands on experience on the functionality and aesthetics of the interconnected workings of design. It also allows for the development of a wider network of a career. In the case of Mr. Stanton, he not only understanding how a movie poster should be designed, but he also formed lasting relationships, particularly with Paul Anderson, and was hired by PTA. I suppose one's success depends on the amount of contacts one has. The real heart of the matter in this article was Mr. Stanton's creative process. I always thought a lot of the images in a movie poster was hand drawn. However, it's mostly going out and finding ordinary objects and using them for symbolic purposes. Another aspect to look at is not being rash and taking a break if something does not seem to fit, such as Mr. Stanton's reflecting on his work with a draft on the poster for "The Master". Forcing creativity normally does not benefit well. Finally, there's striking a balance between commercialism and artwork. Though, in a broader sense, this could also apply to game design. Not only must the art (and to extent,the art style) look good, but the message being conveyed should be clear. This article might be good to reference back to when I stuck on ideas for my project.
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