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Brand Design

// UNLIKE ME

Social campaign about the impact of social networks and beauty stereotypes on teenage girls.

UnLike Me

#Branding

#DataVisualization

#SocialCampaign

About the project

UnLike Me was a social campaign aimed at raising awareness among adolescents about the impact that social networks, influencers and the beauty stereotypes that they impose have on them.

Its main goal was to reduce the number of young women with psychological and eating disorders that derive from the influences of social networks, by taking dimension of the problem and the risks that it entails.

To build the campaign, an exhaustive research process was first carried out on the problem to be addressed, the means in which it is developed and the consequences it brings. All the data collected was captured in an infographic with numerous graphs for a better visualization of the information.

To meet the objectives of the campaign, different graphic pieces were developed, both analog and digital, which included informative, instructional, educational and persuasive material.


UX/UI Design

// METRO-2

Prototype of an augmented reality mobile game set in Soviet Russia.

Metro-2

#UX/UI

#AugmentedReality

#MobileGame

About the project

Metro-2 is a tactical action game with augmented reality for mobile devices. The game is set in the historical context of Soviet Russia, in clandestine subway lines known as the “Metro-2” that were built even deeper than the Moscow subway. These were only used by the government and its intelligence agency: the KGB, and state secrets were hidden in them.

The purpose of the game is to get to know the underground side of Moscow, going through the different stations of the current metro that coincide with the lines of the old Metro-2. The users must complete in each of them missions that will be assigned to them while trying to escape from the KGB agents who will try to prevent the players from advancing on their journey and revealing the secrets of Metro-2.

In order to immerse ourselves in the historical context, the game readapts the current Moscow metro with the aesthetics of Metro-2, through the use of screen filters and characteristic aspects and events of ancient Russia.


Editorial Design

// PERSUASION

Prototype of an augmented reality mobile game set in Soviet Russia.

Persuasion

#Editorial

#BookCollection

About the project

The collection's name is “Persuasion”, and is about how Hitler managed to persuade the masses and achieved absolute control and power over the German people, implementing Aristotle's Discursive Rhetoric, in the period of Nazi Germany. It is divided into 3 volumes according to the categories proposed by Aristotle: “Logos” (logic), “Pathos” (empathy) and “Ethos” (credibility).

In each volume it is observed how the speech of Hitler and its topics were taking shape and strategically building his oratory until he achieved success and managed to captivate any audience. The book that was developed was “Ethos”, in which the most significant topics, events and speeches on which he relied to gain credibility as a speaker are exposed.

The collection is presented inside a container designed with the aesthetics of the historical context to teleport us back to that time and delve into the reading experience.