A Tradeshow Design for Nintendo of America
dc.contributor.advisor | Conway, Daniel | en_US |
dc.contributor.author | Zoll, Laurence | en_US |
dc.contributor.department | Theatre | en_US |
dc.contributor.publisher | Digital Repository at the University of Maryland | en_US |
dc.contributor.publisher | University of Maryland (College Park, Md.) | en_US |
dc.date.accessioned | 2008-04-22T16:00:57Z | |
dc.date.available | 2008-04-22T16:00:57Z | |
dc.date.issued | 2007-08-30 | en_US |
dc.description.abstract | Designing trade show exhibits for large corporations is a viable career path for students of theatrical design. There are distinct similarities and differences between design for theatre and industry, and by creating a theoretical design for the Nintendo Corporation I compare and contrast the differences between the two. Designing for a tradeshow incorporates some factors that theatrical designers must consider differently than they would for a normal stage production, and once a designer can understand these as well as the fact that he is designing not necessarily art for art's sake, but art for a bottom line they can fully embrace the corporate model. The act of design is inherently artistic, and I have found through my design for Nintendo, that art can still have beauty, integrity and purpose while serving the practical needs of a profit driven company. | en_US |
dc.format.extent | 14646822 bytes | |
dc.format.mimetype | application/pdf | |
dc.identifier.uri | http://hdl.handle.net/1903/7586 | |
dc.language.iso | en_US | |
dc.subject.pqcontrolled | Theater | en_US |
dc.subject.pquncontrolled | Design | en_US |
dc.subject.pquncontrolled | theatre | en_US |
dc.subject.pquncontrolled | scenery | en_US |
dc.subject.pquncontrolled | tradeshow | en_US |
dc.subject.pquncontrolled | brand | en_US |
dc.title | A Tradeshow Design for Nintendo of America | en_US |
dc.type | Thesis | en_US |
Files
Original bundle
1 - 1 of 1