A Tradeshow Design for Nintendo of America

dc.contributor.advisorConway, Danielen_US
dc.contributor.authorZoll, Laurenceen_US
dc.contributor.departmentTheatreen_US
dc.contributor.publisherDigital Repository at the University of Marylanden_US
dc.contributor.publisherUniversity of Maryland (College Park, Md.)en_US
dc.date.accessioned2008-04-22T16:00:57Z
dc.date.available2008-04-22T16:00:57Z
dc.date.issued2007-08-30en_US
dc.description.abstractDesigning 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.extent14646822 bytes
dc.format.mimetypeapplication/pdf
dc.identifier.urihttp://hdl.handle.net/1903/7586
dc.language.isoen_US
dc.subject.pqcontrolledTheateren_US
dc.subject.pquncontrolledDesignen_US
dc.subject.pquncontrolledtheatreen_US
dc.subject.pquncontrolledsceneryen_US
dc.subject.pquncontrolledtradeshowen_US
dc.subject.pquncontrolledbranden_US
dc.titleA Tradeshow Design for Nintendo of Americaen_US
dc.typeThesisen_US

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