Divisions

April 4, 2026

A circular smile face with one eye and a large protruding nose, all set at an angle facing right.

And the dark humor that sustains us.

Back in 2016, a video game came out that was somewhat prescient — Tom Clancy’s The Division. Maybe prescience is easy when the humanity is so predictably set on self-destruction, glorifies ignorance and revels in ineptitude. Sorry, that’s a bit harsh, I know.

It’s a great game and my wife and I pre-ordered it mostly due to it being based in NYC. A triple A game with highly detailed, open world maps of Manhattan? And a Tom Clancy based story? Yes, please.

And it’s a great game! We had a ton of fun running around all the neighborhoods we know and love. My wife would join friends online and point out our apartment or my office. We note differences between fiction and reality as we worked through missions.

And that’s where this little guy comes in. I think it was in the Brooklyn section of the game and in an alley, it was a large graffiti on the wall. This was also when I was drawing the symbols from Destiny ultimately leading to the Symbology project. Naturally, I was immediately drawn to this cool illustration, a symbol of sorts, a smiling wink and a nod, a thumb in the eye of authority in the face of disaster.

Flash forward to 2020 and there’s an actual global pandemic. And there are refrigerator trucks on the streets of Manhattan trying to hold all the dead bodies. Sorry, that’s a bit harsh, I know.

As it wasn’t part of the Symbology project, this illustration never had a home. Now it does. If you need a symbol for a bit of “screw you,” please take it. We need more signs. We need more humor. We need more ways to laugh at our despair.

You can download a version in JPG and SVG format here.

You Can’t Go Wrong With Robots – Part One

August 6, 2010

It’s an old motto that, the more information you can give a designer, the better the final design will be. This is especially true in the case of the audience. One of our key audiences, which is near and dear to my heart, is the video game community. I’m of the generation that came of age with the Atari 2600 and hung out in dark arcades dropping quarters, so it’s an audience of which I’m a member. Designing for yourself is always fun and whenever I get a project targeting at gamers I dive right in.

There are a few things that will always peak the interest of a gamer and at the top of my list is robots (others include ninjas and monkeys — both completely viable options). Access Communications hosts an annual party at the gaming industry’s biggest trade show E3 and I was tasked with developing some email invitations for the event. Naturally, I developed, designed and wrote the copy for the invites using a robot theme. The key concept of the 2009 invite was that the event would feature alcohol dispensing robot. After a hard day trudging around the trade show, everyone’s ready for a drink and it seemed natural to combine the two ideas. Of course, the whole idea is meant to be taken as tongue in cheek humor — there would be no actual alcohol dispensing robots at the event (but we can dream). The invite was met with success and even got picked up and posted by the online gamer press which is always a good sign.

When this year’s event rolled around, the team and I brainstormed and narrowed it down to two themes: pirates (another gamer fave) and a continuation of the previous year’s robot concept. The pirate theme centered around a skull and crossbones logo I developed (more on that at another time), but it didn’t have a story behind it. Crafting a compelling story is another key to getting the audience to engage and without a story (or time to develop one), the pirate concept got shelved.

I was also completely intrigued with the idea of continuing the robot story from the previous year. It’s rare that we get the opportunity to tell long arc stories and to continue the conversation with the audience. So many projects are just one time affairs soon to be forgotten. For the follow up invite, I wrote copy that directly referenced the previous year’s invite and moved the story forward. The invite was met with a ton of positive feedback and although it did not get picked up by the gamer press, it had a more substantial impact — Access had to increase the budget for food and booze to accommodate the increase in RSVPs.

Here’s sample screens from the two invites and each links to the full invitation:

2009 E3 Invitation

E3 2009 Invitation

E3 2010 Invitation

E3 2010 Invitation

Here’s a few of the comments the team received on this year’s invitation:

  • “I will try to make it unless the robots get me first”
  • “FINALLY, ROBOTIC BEINGS RULE THE WORLD”
  • “Please RSVP me for this event, even though I will have to order drinks from a filthy human and not from a precision calibrated robot”
  • “It just won’t be the same without the drunk robots, but I’ll still be there!”

Coming in Part Two: What I designed for the events themselves.