Monday, September 22, 2008

TVUG Logo Submission Guidelines

We now have some guidelines for Logo Submissions next month, courtesy of Chris Miller:

TVUG website Logo Submission Guidelines

  • The logo should reflect on TVUG and its mission - Things to think about when brainstorming your design:
    • .NET Related
    • The sharing of technology and ideas with your peers - community!
  • Tips for creating a logo - Make sure your design communicates the Conference theme
    • Use simple shapes and text
    • Do not use photographs
    • Use a distinct color scheme (2-3 colors max)
    • Make sure your logo is in a vector format (Adobe Illustrator), or is created at very high resolution (3600px by 3600 px). This will make sure the logo can be enlarged to huge proportions (signs, banners, etc.)
    • Be creative!
  • Artwork MUST be original
    • You are welcome to get ideas from the Internet, but do not use another designer's work.
    • No clip art please!
  • File specifications
    • Submissions must be one of the following formats:
      • Adobe Illustrator (.ai)
      • Encapsulated PostScript (.eps)
      • Adobe Photoshop (.psd) or Paint .NET (.pdn)
        • NOTE: Bitmap submissions must be at least 3600px wide/tall.
    • Please send us your ORIGNIAL document with the layers intact. Do not merge your work layers.
    • If you use any special fonts, please include the font names in your submission e-mail.
    • Name your file using your first and last name (example: shawngwin.ai). If you submit more than one file, follow the same guidelines and add a number at the end. (example: shawngwin1.ai, shawngwin2.ai, etc.).

By sending in a submission, you are granting the TVUG User Group a license to use the artwork on the TVUG website and other media documents.

More on our speaker once it's solidified.

I'm also currently working on T4 templates, as well as putting some enhancements into the 2D/3D XNA Engine that I built for some presentations last year. Per-pixel collisions and rotation is now handled in the 2D engine, and I'm looking at either including some pre-built physics functionality in there or putting some basic stuff in there. My hope is to create a simple GUI 2D game builder that will allow kids and adults alike to build games for the 360, PC, or Zune. I'll be putting something together on this soon.

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