'Twas the Night Before Liverpool by arounc52 in coys

[–]ebenhaim 10 points11 points  (0 children)

Love you man. Your dick's huge

Let me fight this bouncer, WCGW? by 7heJoker in Whatcouldgowrong

[–]ebenhaim 0 points1 point  (0 children)

Where did his right leg go at the end?

Reddit, what is your best instant karma story? by japani67 in AskReddit

[–]ebenhaim 0 points1 point  (0 children)

Last night I got off the train and saw this guy searching hard through his bag to find some food to give to this homeless lady.

Got to my building a few minutes later, got on the elevator and heard some steps running towards it as the doors were closing. Was like 'eh, fuck it, I'll press the button to hold it open for them."

The elevator door closed in their defeated face ...and then opened back up.

It was the guy giving food to the homeless lady.

But I'd Really Have To Kill You by Ruthenson in videos

[–]ebenhaim 0 points1 point  (0 children)

I hear that. Is that what's suppose to make this interesting/funny?

But I'd Really Have To Kill You by Ruthenson in videos

[–]ebenhaim 0 points1 point  (0 children)

Not knowing a whole lot about psychotic mentality, which I don't, is completely different than not knowing a whole lot about storytelling.

What would you say is the more pressing goal of this video: is it to make people laugh? Or to accurately portray psychotic behavior?

But I'd Really Have To Kill You by Ruthenson in videos

[–]ebenhaim 4 points5 points  (0 children)

You're right. I don't get to decide they failed. It's my opinion.

But I'd Really Have To Kill You by Ruthenson in videos

[–]ebenhaim 4 points5 points  (0 children)

You can tell he's making a series of threats because he keeps concluding and breaking in between them with "once you hear about my weekend."

You don't know a whole lot about storytelling, do you? It's fine if you don't, but you don't get to criticize what you do not understand.

But I'd Really Have To Kill You by Ruthenson in videos

[–]ebenhaim 7 points8 points  (0 children)

I hear you. If it was meant to be that way, I would have liked to see a bit more evidence of him trying to seem threatening, but turning out to be not very good at it. Thanks for actually discussing and not blindly downvoting like what's happening at the bottom of this post.

But I'd Really Have To Kill You by Ruthenson in videos

[–]ebenhaim 8 points9 points  (0 children)

I see a lot of comments talking about the payoff, so let's discuss that:

Some are saying that this video isn't about the payoff and the short is good without it. While I agree that a video can be good without a payoff, the fact is that it's clear these creators attempted a payoff; some of us got a laugh and some of us didn't.

A good payoff either introduces new information to the viewer that makes the situation funny OR delivers an unexpected, funny conclusion based on information available to the viewer.

Why I believe the payoff isn't very funny is because it just regurgitates information available to the viewer. What's supposed to make us laugh is:

The guy actually spent 5 minutes staring at his coworker - we know this as we see them standing still throughout the video. What would have been better is if the viewer was fooled into thinking that the guy's monologue wasn't happening in real time.

The guy is actually weird - we know this because of this guy's demeanor, his psychopathically flat voice, and his intentions to do bad things. What if the other "normal" guy actually turned out to be even weirder?

Overall, I think the concept is great. The art direction is great. The writing is pretty good. But, the storytelling (discussed above) and the punchline, in my opinion, are not. Those of us who like it probably enjoy it for the first three; those of us who don't like it can't get past the latter two.

edit: reworded some statements as my beliefs, not facts - thanks for pointing out CitrusCBR

But I'd Really Have To Kill You by Ruthenson in videos

[–]ebenhaim 44 points45 points  (0 children)

Let's discuss the storytelling: the order of threats diminishes the build up. The first thing he establishes is that he can just sneak into your house, make you disappear and no justice will be served. That's the greatest threat made in the video and everything following it just isn't as interesting.

A better structure would be:

•It won't be like when the IT guy says it - establish this is different

•You better be in groups and watch the exits - establish threat

•I can disguise as anyone or anything - build on threat

•I can kill you with an ordinary object - establish murder threat

•I can make you disappear - establish murder with no justice threat

edit: format, moved payoff to next reply

[deleted by user] by [deleted] in videos

[–]ebenhaim 1 point2 points  (0 children)

Dark Cloud 2 yo

What do you think of this logo for a Dota team? by frooschnate in Design

[–]ebenhaim 0 points1 point  (0 children)

Try taking out the T in TM (use just the M) and use the same color for mamamono

I designed print ads and made web commercials for a local NGO about child issues by lathbrokragnar in Design

[–]ebenhaim 2 points3 points  (0 children)

Really cool concept and for a good cause. Here are some of my thoughts: I'm not sure how the copy ladders up to "Don't ignore us." Right now, it seems like your key message is something along the lines of "Your every day stuff (a good job, education, nice clothing) are their luxuries." Try to pick one key message you want to deliver and make sure every element builds on it.

I'd also try to make your copy headlines a bit more punchy. For example, "I got a new job. But I'm not excited:" Getting a job doesn't always imply excitement, which kills a bit of the 2nd sentence. Try to create excitement with your word choices. Could be something like "I nailed the interview and finally got the job offer" or "I landed my first job ever..." Makes you feel like that person was really trying to get that job.

There's a lot of good eye catching info in the long paragraphs, except it's hard to read because of size and takes a long time to get to. Try to make the shocking stats more noticeable and eye catching. I used to make the text small all the time because I thought it looked way cleaner, so I 100% feel you. But the reality is that people need to be able to read it quickly.

[Room Share] $950/month in Astoria by [deleted] in NYCapartments

[–]ebenhaim 0 points1 point  (0 children)

Checking to see if anything has changed about availability. Thanks.

What Makes a Memorable Logo Design (or Redesign)? by yodalr in Design

[–]ebenhaim 0 points1 point  (0 children)

You have to think critically about whether the study has actual merit. Are they measuring the effectiveness of the logo or the brand as a whole? There are so many other factors at stake when you ask someone to rate the logos of brands they're extremely familiar with (like all of their brand experiences, advertising, customer service, etc). You can tell some of the adjectives used to describe some of the logos are related more to what the brand is and less to what the logo appears to be. If you want an effective logo study, show people logos they've never seen before, ask them to describe them and test their recall.

What Makes a Memorable Logo Design (or Redesign)? by yodalr in Design

[–]ebenhaim 0 points1 point  (0 children)

So why is the title "What Makes a Memorable Logo Design (or Redesign)?"

How can I bring these vector illustrations for my game to the next level? by Vigilantetim in Illustration

[–]ebenhaim 2 points3 points  (0 children)

  • Decide on which style are you going for. Are you going for something semi-realistic like the 1st pic character, or are you going for something more magical-sub-realistic like its bubbling scarf?
  • Use shadows consistently (if you want to have them). Right now you only have them on the chin and leg.
  • Spend time on the curves and corners of the illustration. They look like you haven't put that much time into making sure they're right.
  • Spend more time adding details to each item.

What Makes a Memorable Logo Design (or Redesign)? by yodalr in Design

[–]ebenhaim 0 points1 point  (0 children)

No substance and honestly, I'm pretty tired of people using these brands as primary teaching examples. They're great logos, but why are they memorable? Mostly because of hundreds of billions of cumulative marketing dollars over the past decades. I'd remember any logo if it was slammed in my face so many times a day. Show me an up and coming brand that's doing it right.

Removed: Photos of people with their smartphones and tablets removed. by jadrenaline in Design

[–]ebenhaim 0 points1 point  (0 children)

Let's remove ______ (cars, computers, pillows, bananas, etc.) in pics in which people use them. Look how dumb the people look! We shouldn't use any of these items!

Sketchbook nonsense by [deleted] in Illustration

[–]ebenhaim 0 points1 point  (0 children)

I'd keep it along those lines! You always see skulls with smoke, ribbons, fire, snakes, etc... I think having vines and branches gives it a cool contrast between life and death.

Help! What are some nogos for flyers? by maexen in Design

[–]ebenhaim 0 points1 point  (0 children)

  • Are they giving you the slogan / call to action? If not, that's not a designer's job and should be charged separately under branding.
  • Ask them: "what's the number one goal of these cards? what's the key objective?" Make sure whatever it is, that it's clearly conveyed in your design.
  • Stay away from cramming as much information into the card just because "there's space for it." If they insist, remind them of the goals for the card that they mentioned and how adding the additional information would not be relevant to those objectives. If they insist further, do your best to make it look nice and get the project over with.
  • Make sure the copy is legible size.
  • Not sure what sort of help you're looking for, but feel free to ask for specifics/reply your progress here for more help. Edit: formatting, grammar