BLE #01 – 90s Design on Blender3D

Finally, my own package design in the style of 90s PC software & game boxes. I wrote in Instagram, and will write the same thing here. I loved eye-shopping the PC game boxes. It stimulated my imagination through the box art, the seldom screenshots, and the writing. I’d just stay in the store for hours looking at the boxes. I remember Final Fantasy 7 for the PC and Full Throttle, I do have glimpses of other games but those two really struck me. Especially, Final Fantasy 7, I daydreamed about it until I finally got it in Playstation and it was real good.

Here’s what I wrote in Instagram.

Nostalgic about an era I lived in my childhood is both escapism and yearning of innocence. I spent days reading up on games being made oversea through magazines. Imagining how it would build upon the low quality images and a bunch of words. It was never about guessing the mechanics of the game, but about how the play experience would make me feel. A sense of adventure, thrill, entertainment, responsibility of actions, horror of consequences, or simple joy.

Now that you know my love for 90s package designs. Let’s actually look at the package design I designed for Blender! I spent a good chunk in the week for this, around 3-4 days working on the designs. I referenced more the Microsoft’s software package boxes for this. It was good fun. Finding fonts, examining the styles, and I learned about Blender’s origin too, and it’s logo history. Not sure if I’m going to write a full process post, but definitely can say there was digging to do even for a light design that looked similar to those in the 90s. But here’s a closer look at the sides:

Here’s my excerpt from Instagram again:

If I was part of the 90s workforce designing the software package box for Blender 3.4 — I’d be sure to use the cloud images of Microsoft to make it feel comparable to the best in the market and give only a peek at the actual software and their capabilities to let the imagination do the rest of the work. Everything else will be persuasive writing.

The hardest part of all this was the writing. Pure marketing innocence, an era where marketing opened up to be everyone’s job, so the copywritings were still young and more so direct, a mix between apathetic and passionate. Absolutely fun.

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3JS #01 – Loading GLTF in three.js and mouse interaction

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BLE #00 – Blender, and the Power of Autonomy