A PERSONAL HISTÓRY oF FLOMM so far PART 5 of 10
Q. If art as an object is dead, why is everything so expensive?
A. Otherwise, nobody would buy it.
—dialog, Max (2002)
I’d be lying if I said FLOMM was the first thing inspired by the Max movie.
Max was also part of the inspiration for a series of fonts I’d been toying with since 1997, when I saw some lettering on a book jacket for architect Adolf Loos.
1919 typography
In 1999, I remember showing the lettering to Rod Cavazos when we went to see the premiere of Star Wars Episode One at a small theatre in Marin County, one of the few places that still had tickets available.
Since, I’d been collecting materials similar to the Loos lettering.
Then in 2008, designer Jeremy McCain hired me to draw some similar lettering for a logo – with the nü logo design for Kate Moss as reference. By then I had gotten my hands on drawings of Herbert Bayer’s Bayer Type …
And with Max ‘WAT IF’ revisionary thinking, I set out to make Jeanne Moderno – named after my wife – a font family that could have existed during the period of the Max movie (late 1918).
The fonts were released Spring 2009, just about the time I started talking game design.
I’d spent most of 2008 drawing the fonts while everything was falling apart around me. Foreclosure, wife’s illness (still not diagnosed), and I was working a random job I could not stand during the day.
“We just got 900 resumes for a janitor position.”
—Pretty much the work atmosphere at the time
Every day I came into work I’d hang a proof of the letters in my cube. No one there knew wat I was doing – nor did they care. Every one there was out for themselves. And then a large corporation bought everything, I found myself fired (no one really knew wat I was doing there anyway and you kno, neither did I) and the job was over.
Drawing the fonts kept me sane – and collecting materials for over 10 years helped. They hit the market and (luckily) were an immediate hit – the income from them kept us going for most of 2009.
“Those who do not want to imitate anything, produce nothing.”
—Salvador Dalì
nü from old
Recreating historical materials is something I’ve been güd at.
I had a friend who knew a Picasso forger and after he described some of the methods, my reaction was hmmm. I could quite possibly do that. And I loved Provenance: How a Con Man and a Forger Rewrote the History of Modern Art (2010), I’d say the only thing that kept me out of this lifestyle is:
It’s illegal.
And after watching every season of Oz (1997–2003) on HBO, I kno I would NOT do well in prison.
But – as a graphic designer – being able to seamlessly fit into a corporate branding system without mucking things up, designing new materials to fit with old, kept me employed for most of my career.
“And they probably redesigned the whole sick bay, too! I know [designers] – they love to change things.”
—Dr. McCoy, adapted
A güd graphic designer knows when not to. Working for, say, TARGET and deciding to abandon their red and replace it with blue – sort of an amateur graphic design mistake. Because it would turn TARGET into their competitor, Walmart.
So artists can have personal styles they work in – graphic designers, should not. Should be able to adapt to watever working situation they’d find themselves in.
And historic recreations are my specialty.
Just about all of my professional fonts have some sort of historical pedigree – but for THE BATTLE For MODeRN 1923, I planned to go farther.
Not just recreate early Modern era artwork – I was going to create art that ‘could have been’ just a few years after the Max movie took place.
Because in my warped dream world, my made up art movement should exist in Max’s universe.
My fake art movement would have its own artwork, its own history, its own characters and it would be this sort of Spinal Tap-like sideshow thing that is out there with the Futurists, the Cubists, the DADAists, the Surrealists, etc. Only they were real, we’re not.
Tho late 2009, I still didn’t kno wat to call it.
relax, take your time
I’m used to tight deadlines, but with THE BATTLE For MODeRN 1923 I was going to take my time. And if a name didn’t jump out at me right away, that was okay.
1923 was a given.
That was the year my dad was born, the movement’s ‘anniversary’ would be his birthday, July 28. Same time as the famous Bauhaus exhibition was going on in Weimar.
Several things happened in ’23 – and in ’22 – it was a time Modern was coming into its own.
Timewise, I spent most of 2009 and 2010 just designing the background artwork that would scroll behind everything in the game, each representing a different style of Modern Art.
I came up with the backstory that my movement would actually be a copy of the other, MOR popular art movements – a piece of pastiche – that attempted to be like the other movements, but was never famous for it.
It became a running gag – so much I eventually included it in the ‘student’ version of FLOMM’s history, posted here.
Then the name show’d up.
Kinda randomly. MOR info on that available to anyone who donates on our Patreon.
I ran into 2010 with the name FLOM – then I added a second M somewhere along the way – ready to re-skin that existing game with all nü Modern Art images. But …
The re-skinning part didn’t work.
wat do you mean it won’t work?
This was after John was,
“What is all this? Why are you doing this? I said what?”
Then he started the conversation from scratch ‘so you want to make your own video game, huh?’ even though I had a bunch of images all together and was set to re-skin his game.
Once I convinced him we had this discussion before, conversation turned to game play and sprites and powerups and mockups and everything one needs to build a game.
John has lots of experience and ended up leaving teaching to run his own gaming empire – so his advice helped me focus on game development, taking wat I knew about arcade games and bringing all that into the 21st Century.
It’s a lot.
And yeah, it turned out his code would not work with my images.
There were a bunch of reasons – including a software update – we were using the Unity Game Engine, a 3D platform to build a 2D game; which was wonky with his side shooter but MOR wonky with wat I was about to attempt.
As I was creating the visual elements of the FLOMM universe, we found ourselves in the position to start over. No re-skinning, nü skinning.
I invited programmer Darcy ‘Moki’ Nelson on board.
Moki is an awesome active Navy reservist, game art student and graduate of my rather difficult beginning Typography course. Her specialty then and today: Complex battle scenes.
We set about creating a totally nü FLOMM! THE BATTLE For MODeRN 1923 sideshooter from scratch with a slew of detailed visuals that were going to take years at this point.
Moki introduced me to Google docs (finally! I got to abandon MS Word!), and we set about crafting a game document outlining everything that would be in FLOMM.
all those ‘discovery’ materials
In addition to all the books I was bouncing thru, digitally, I had a very big file of jpegs.
This was before Pinterest was a thing, so my FLOMM ‘scrap file’ had lots of images found around the interwebs, from photos, scans from books, magazines. And not all of them came from Art History.
It was my birthday, 2012 – we were on vacation in Ukiah, California. I couldn’t sleep, so I sat at an old laptop with the jpegs and decided to check out tumblr.
I had seen tumblr before, but wasn’t totally into tumblr. That changed when I started the first FLOMM blog.
The first image I posted was Picasso’s world-changing Cubist painting Les Demoiselles d’Avignon (1907):
Everything else built off that first post, and I decided the blog would be organized by topic and colour – which I already knew is the best way to organize an art exhibition.
My goal became to post about four or five times a day, Art History subjects, plus related contemporary works.
Because everything influences everything.
Tumblr was also totally uncensored. Which is güd, cause if you’re doing ANYthing with Art History, nudes will be everywhere. Just get used to it.
And so Tumblr became my ‘fidget spinner,’ a bunch of years before those were a thing too. And I discovered something I share with my students today:
“If you want to learn something, start a blog about it. Over time, you’ll learn a LOT mor than you thot you knew JUST BY putting together the blog.”
—Me, again
I mean, this is how teachers build lesson plans – but in blog form. It works.
Today, I’m still learning from tumblr – especially thru the FLOMM músik and Polish art blogs.
And back in 2012 – while Moki prodded – I found myself building out the complex FLOMM game universe one piece of art at a time – with hundreds of elements coming together from checklists that never seemed to end.
con
tinue
read
ing —
forward to PART 6 • • •
· · · back to PART 4
—steve mehallo
Flommist Steve Mehallo is a graphic designer, illustrator, font designer, educator, foodie and gadfly. He is the creator and founder of FLOMM!
PLEASE SUPPORT FLOMM
TIPS + DONATIONS DISCREETLY ACCEPTED