
Abram
Games - 'Air Mail'
Unpublished Poster 1935
©
Estate of Abram Games
Abram
Games was born in Whitechapel in the East End of London on
the day that World War I began in 1914. He belonged to the
golden age of British graphic design when the commercial artist
produced hand crafted concepts in the days before corporate
design agencies devoured the individuality of the graphic
designer. As a freelance commercial artist he produced posters
for an astonishing list of clients that included Shell, London
Transport, BEA, BOAC, Guinness, The Royal Shakespeare Company,
London Zoo, The Metropolitan Police, The Times and The Financial
Times.
Maximum
Meaning, Minimum Means
Abram
Games 'Air Mail' poster of 1935 incorporates the main elements
of his design philosophy: a perceptive combination of image
and text that communicates a concept with ‘maximum
meaning' using 'minimum means’. His discovery
of the initials of the product, the letters 'A' and 'M', within
the structure of the envelope is typical of Games' nimble
wit. He cleverly extends this metaphor by incorporating the
blue air mail sticker as the letter 'i' in 'Mail'. Then, when
faced with the problem of balancing the light letters of the
word 'Air' against the dark letters of 'Mail', he creates
a tonal counterchange by using a drop shadow in the background.
Not content to simply let the shadow do this job, he develops
its shape to suggest a bird's wing, which in turn echoes the
'wings' logo on the air mail sticker. Finally, he dynamically
tilts the entire design to emphasise the idea of flight. The
whole concept is conveyed by a stylish fusion of image and
type free from any unnecessary decoration.
Abram
Games' reputation as a graphic designer is based on his ability
to weave together layers of ideas with a great economy of
means. He realised that if you combine several images in one
iconic design, the result involves the spectator in a visual
game to unravel the layers of meaning within. Games explained,
"A poster with a measure of intrigue engages the
mind of the spectator and he looks again. You have to take
him along with you so he follows your line of thought. The
best way I can describe what happens is to say that as the
designer you wind the spring, and it is released in the mind
of the viewer."
The
Influence of Surrealism

Salvador
Dali
Apparition
of Face and Fruit Dish on a Beach
(Oil
on canvas,1938)
Wadsworth
Atheneum, Hartford, CT, USA.
Many
of Abram Games' designs are visual puns with several layers
of meaning. They were influenced by the metamorphosis of images
and ideas that he saw in Surrealist art, particularly in the
work of Salvador Dali. In 'Apparition of Face and Fruit Dish
on a Beach', Dali creates a coherent image that conveys those
fractures of time and place that we experience in the landscapes
of our dreams: the landscape of sand and rocks become a table
top with a bowl of fruit which is also a human face; the rocks
in the foreground combine with the distant landscape to form
a dog whose collar is the bridge that links them.
Dali's
images are designed to unlock our subconscious and free our
imaginations. It is the clarity of their technique and coherence
of their composition that make them acceptable to our senses.
What Abram Games realised was that this approach could also
be applied to his posters to increase their interaction with
their audience. Games' poster 'Use Spades - Not Ships' perfectly
illustrates how he adapts Surrealist techniques to maximise
the communication of his message.
The
Icons of an Age

Abram
Games - 'Use Spades - Not Ships' 1942
©
Estate of Abram Games
In
1942, Abram Games became an Official War Artist producing
public information and propaganda posters for the British
War Office.His
designs from this period have become iconic images that evoke
the social history of their time.
'Use
Spades - Not Ships' was part of the 'Dig for Victory' campaign
during World War 2. The poster was designed to encourage British
soldiers to cultivate the land that surrounded their quarters.
The aim of the campaign was to make the country as self sufficient
as possible as merchant ships were being sunk with a great
loss of life.
At
first Games struggled with the concept for the design as he
tried to construct an idea around the side-on view of a ship.
It was only when he realised that the poster was a portrait
format and changed his viewpoint to a frontal view that he
hit on the combination of the spade and the ship. The marriage
of these two objects created an icon that met both sides of
the message: the spade and land on one side, the ship and
sea on the other. The idea was then developed across the horizontal
and vertical axis of the poster forming visual links from
side to side and top to bottom. The waves of the sea are cleverly
balanced against the ploughed furrows of the land while the
shadow of the ship at the bottom of the poster is echoed in
the shape of the clouds at the top. The shadow also combines
with the ship to create a figure of eight movement which is
a compositional device that is designed to lead your eye around
the poster. On a more subconscious level, the spade/ship icon
doubles as an arrow that points to the message, 'GROW YOUR
OWN FOOD'. Games breaks up this message with colour which
performs two functions - to emphasise 'YOUR OWN' and to create
a colour link with the spade handle thereby balancing the
top and bottom of the design.

Abram
Games - 'This Child Found A 'Blind'
War Office Poster 1943
©
Estate of Abram Games
During
World War Two and for a while after, children were often attracted
to the sites that had been used by soldiers for weapons practice.
Tragically some were killed and many were injured in accidents
when playing with 'blinds' - live ammunition that
had been carelessly left behind after practice. 'This child
found a blind' is a public information poster that tackles
this sensitive subject.
Games'
poster cleverly addresses both halves of the target audience:
those responsible (the military) and their potential
victims (the public). As an image the poster is designed
to communicate both on a conscious and on a subconscious level.
First,
Games uses a few images to relate the story on a conscious
level. A
young girl lies dead in a red coffin, her head visible through
a cloud shaped window in the lid. Her coffin is gradually
transformed into an arrow that points to the cause of her
death - a 'blind' - in this case a grenade. In the background,
an explosion illustrates the tragic consequence of her misadventure.
A line of text that is stamped at an angle across the image
states, 'This child found a 'blind' and completes
the composition by leading your eye back to the coffin. Finally
the entire design is underlined with two lines of bold text:
one issuing a warning, 'Accidents occur daily with blinds
left on ranges' and the other offering a solution, 'Report
all blinds for destruction at the end of the day's work.'
Next,
Games uses the basic shapes and colours of the images to communicate
the message on a subconscious level.
When
seen from a distance, the combination of the shapes of the
coffin/arrow with the grenade registers as a large exclamation
mark - ! - a punctuation symbol designed to emphasise the
message. Games always considered the effect of his designs
when viewed from a distance. He began the development of each
poster with tiny sketches and once observed: “I
never work large because…. posters seen from a distance
are small. If ideas do not work when they are an inch high,
they are never going to work.”
Games
choice of colours, red, yellow and black for both images and
text are also designed to sound the alarm as they are natural
warning colours. Red is a universal symbol of danger, while
the combination of yellow and black, both in nature and design,
indicates a potential hazard.
Finally,
Games uses a counterchange between the tones of the images
and the graduated tones of their background to contrast and
balance each component part of the poster.
When
you first look at an Abram Games poster it is deceptively
simple, but every element is carefully calculated to communicate
the message on a variety of levels to a wide target audience.

Abram
Games - 'Talk May Kill'
War Office Poster, 1942
©
Estate of Abram Games
The
War Office started the ‘CARELESS TALK COSTS LIVES’
campaign aimed at servicemen on leave and the population at
large. Abram Games' 'Talk May Kill' poster
uses a variety of visual and psychological devices to create
one of the most powerful images of the campaign. The idea
was to dissuade soldiers from casually discussing their official
activities as intelligence about the movement of troops could
be gathered by spies with tragic consequences.
A
spiral which signifies circulating gossip travels from the
mouth of a soldier symbolically changing its colour and shape
into a blood-red bayonet, upon which three identical dying
soldiers are impaled. The viewer makes the obvious connection.
Again Games uses a tonal counterchange to balance both elements
of the message: the gossiping soldier is light against a dark
background while the dying soldiers are dark against the light.
Not only does Games employ his red-yellow-black set of psychological
warning colours but he also creates a symbolic colour link
between the text and the action. The word ‘YOUR’
is the same colour of red as the bayonet, linking the blame
for the tragic consequences to your actions. The words ‘YOUR
COMRADES’ are the same yellow as the colour surrounding
the soldiers. This not only reinforces your personal relationship
with them but also suggests another alarming possibility -
mustard gas - whose terrible effects still resonated in the
memory of those who lived through World War 1. The words ‘TALK
MAY KILL’ are coloured white to separate what is the
simple essence of the slogan. This phrase is also split to
maximise its contrast with the background.
The eyes of the soldier are deliberately shaded for two reasons:
to prevent any distraction from the spiral of speech coming
from his mouth; and to give him a general identity, so that
he may represent all soldiers. The inclusion of the eyes would
have given him a more individual identity with which fewer
soldiers would identify.
Games’
hand painted and airbrushed poster designs were the work of
a gifted draughtsman with a creative talent for combining
images and text to maximize the impact of their message.
He
once said of his work, “I wanted to create posters
with forceful compact design, memorable and direct, with a
minimum of lettering and text.... the message must be given
quickly and vividly so that interest is subconsciously retained."
Abram
Games' Legacy
Armando
Milani -
'Translating War into Peace'
armando
milani
Abram
Games skills lie in his ability to educate and engage with
the public on a range of different levels. Designing posters
for the War Office gave him the ideal opportunity to develop
these skills free from the constraints of commercialism and
enabled him to create a body of work which has become a fundamental
influence on graphic design through its visual intelligence
and economy of means. If we look at an example from one of
the best modern graphic designers, Armando Milani's perceptive
poster for 'Translating War into Peace', you can see that
Abram Games' legacy of 'maximum meaning, minimum means'
continues to inspire creative thought today.
Abram
Games Notes

- Abram
Games was born on the day that World War 1 began in 1914.