Frontier Expo 2017
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Frontier's first event showcasing just our own games took a mammoth amount of effort to organise and produce. Months of work went in to designing and building the branding, collateral, the website, the physical items in the goodie bags, and the event space (not to mention the actual content of the show itself!).
As part of a small team, I came up with the core concept behind the visual style of the brand - the blocky, collage-style of the imagery, and the various lockups where the branding and imagery is presented. Anything on a screen at the event, from countdowns to introductions and lower 3rds, was probably designed and produced by me (animation aside, which I oversaw), including tidying up everyone's PowerPoint presentations...
On top of that, I was also wholly responsible for designing and building (the front end, at least) the website to promote and inform about the event. It's responsive, of course, and has some nifty nth-child selector magic going on under the hood to deal with the scarcity of content at launch, making lists of an unknown quantity behave specifically at different breakpoints. I'll be re-using that, for sure.
The one part of the event space that I was responsible for was the artwork behind the Frontier Museum - an arcade of machines allowing people to play Frontier's back catalogue of games from generations past, all on original hardware (including a SEGA 32X!). I devised the guilded frames motif, sourced all the old artwork, and produced the massive (13 metres!) artwork - it turned out very well, better than I had visualised when working at 1/10th scale.
There was also a seemingly never ending amount of flyers, Snapchat filters, price lists, handouts, letterheads, social imagery, signage etc. - all of which made the whole show that much more cohesive in the end...