DIESEL

diesel_title
Rectangle

_MY ROLE :: CONCEPT & UX LEAD, GAMEPLAY DESIGNER, NARRATIVE DESIGNER, SOUND DESIGN SUPERVISOR

A global campaign for the launch of Diesel's Metamorph collection powered by the unique combination of a digital experience and a physical retail experience.

R5_CityEnvrionment_02-3-2

// .001

_THE TWO CHARACTERS TYPOLOGIES

Initial_screen

// .002

_ONBOARDING :: INTERACTION WITH A GIANT

For the launch of Diesel's VERT, a watch created for the first time in a digital environment (VR) and designed for the generation living actively between virtual and real worlds, a complex event was created featuring a NFTs launch, a web-based game and a virtual concert. The event started with the launch of a series of NFTs, which were programmed to evolve over time in 3 phases and reveal both an avatar and the watch, asking then the owners to join the experience online.

For the launch of Diesel's VERT, a watch created for the first time in a digital environment (VR) and designed for the generation living actively between virtual and real worlds, a complex event was created featuring a NFTs launch, a web-based game and a virtual concert. The event started with the launch of a series of NFTs, which were programmed to evolve over time in 3 phases and reveal both an avatar and the watch, asking then the owners to join the experience online.

For the launch of Diesel's VERT, a watch created for the first time in a digital environment (VR) and designed for the generation living actively between virtual and real worlds, a complex event was created featuring a NFTs launch, a web-based game and a virtual concert. The event started with the launch of a series of NFTs, which were programmed to evolve over time in 3 phases and reveal both an avatar and the watch, asking then the owners to join the experience online.

For the launch of Diesel's VERT, a watch created for the first time in a digital environment (VR) and designed for the generation living actively between virtual and real worlds, a complex event was created featuring a NFTs launch, a web-based game and a virtual concert. The event started with the launch of a series of NFTs, which were programmed to evolve over time in 3 phases and reveal both an avatar and the watch, asking then the owners to join the experience online.

For the launch of Diesel's VERT, a watch created for the first time in a digital environment (VR) and designed for the generation living actively between virtual and real worlds, a complex event was created featuring a NFTs launch, a web-based game and a virtual concert. The event started with the launch of a series of NFTs, which were programmed to evolve over time in 3 phases and reveal both an avatar and the watch, asking then the owners to join the experience online.

Tile_2
Tile_3
Tile_1

// .002

_SHOTS FROM THE GAMEPLAY

As part of a small studio, I participated in different phases of the event covering different roles. Being the Lead Concepter, I developed the idea and created the mechanics of the different events (NFTs release logic, main virtual event, concert experience, after-event material). For the virtual event, we used a custom platform based on Unreal 5 and pixel streaming, for which I designed the different elements of the user experience and tested it. To present the watch, we created a whole story set up in a fictional world. I designed the original story, which was introduced in different phases of the game, and supported the creation of the game-level design to emphasize the narration.

As part of a small studio, I participated in different phases of the event covering different roles. Being the Lead Concepter, I developed the idea and created the mechanics of the different events (NFTs release logic, main virtual event, concert experience, after-event material). For the virtual event, we used a custom platform based on Unreal 5 and pixel streaming, for which I designed the different elements of the user experience and tested it. To present the watch, we created a whole story set up in a fictional world. I designed the original story, which was introduced in different phases of the game, and supported the creation of the game-level design to emphasize the narration.

As part of a small studio, I participated in different phases of the event covering different roles. Being the Lead Concepter, I developed the idea and created the mechanics of the different events (NFTs release logic, main virtual event, concert experience, after-event material). For the virtual event, we used a custom platform based on Unreal 5 and pixel streaming, for which I designed the different elements of the user experience and tested it. To present the watch, we created a whole story set up in a fictional world. I designed the original story, which was introduced in different phases of the game, and supported the creation of the game-level design to emphasize the narration.

As part of a small studio, I participated in different phases of the event covering different roles. Being the Lead Concepter, I developed the idea and created the mechanics of the different events (NFTs release logic, main virtual event, concert experience, after-event material). For the virtual event, we used a custom platform based on Unreal 5 and pixel streaming, for which I designed the different elements of the user experience and tested it. To present the watch, we created a whole story set up in a fictional world. I designed the original story, which was introduced in different phases of the game, and supported the creation of the game-level design to emphasize the narration.

As part of a small studio, I participated in different phases of the event covering different roles. Being the Lead Concepter, I developed the idea and created the mechanics of the different events (NFTs release logic, main virtual event, concert experience, after-event material). For the virtual event, we used a custom platform based on Unreal 5 and pixel streaming, for which I designed the different elements of the user experience and tested it. To present the watch, we created a whole story set up in a fictional world. I designed the original story, which was introduced in different phases of the game, and supported the creation of the game-level design to emphasize the narration.

R5_CarInside_04-3
R5_CarInside_04-4

// .003

_FROM WIREFRAMES TO UI DESIGN

R5_CarInside_04-2-2

// .004

_PLAYER FACING A BROKEN BRIDGE

R5_CarInside_04-5
R5_CarInside_04-6

// .005

_WIREFRAME AND FINAL UI OF WATCH DETAILS

A particular component of the experience was the combination of two kinds of players, the seekers and the giants, who had to collaborate to reach the goal together. While the seekers were able to join online from any place, the giants were controlled by players in the Diesel's store, who were playing a different game and helping the participants online to cross certain sections of the map. We programmed the giants to act automatically if nobody was using the installation in the stores and to populate the game smart NPCs were included.

A particular component of the experience was the combination of two kinds of players, the seekers and the giants, who had to collaborate to reach the goal together. While the seekers were able to join online from any place, the giants were controlled by players in the Diesel's store, who were playing a different game and helping the participants online to cross certain sections of the map. We programmed the giants to act automatically if nobody was using the installation in the stores and to populate the game smart NPCs were included.

A particular component of the experience was the combination of two kinds of players, the seekers and the giants, who had to collaborate to reach the goal together. While the seekers were able to join online from any place, the giants were controlled by players in the Diesel's store, who were playing a different game and helping the participants online to cross certain sections of the map. We programmed the giants to act automatically if nobody was using the installation in the stores and to populate the game smart NPCs were included.

A particular component of the experience was the combination of two kinds of players, the seekers and the giants, who had to collaborate to reach the goal together. While the seekers were able to join online from any place, the giants were controlled by players in the Diesel's store, who were playing a different game and helping the participants online to cross certain sections of the map. We programmed the giants to act automatically if nobody was using the installation in the stores and to populate the game smart NPCs were included.

A particular component of the experience was the combination of two kinds of players, the seekers and the giants, who had to collaborate to reach the goal together. While the seekers were able to join online from any place, the giants were controlled by players in the Diesel's store, who were playing a different game and helping the participants online to cross certain sections of the map. We programmed the giants to act automatically if nobody was using the installation in the stores and to populate the game smart NPCs were included.

R5_CityEnvrionment_02-4

// .006

_PLAYER FROM THE TOKYO STORE

giant activation
Giant bending frontal

// .007

_MECHANIC OF THE GIANT :: ACTIVATION

Diesel After event – event wf
Diesel After event – event ui

// .008

_AFTER EVENT WEBSITE PAGE :: WIREFRAMES TO VISUAL DESIGN

Reco

RECOGNITIONS

→ 2024 ADC Gold - Digital Immersive Experience
→ 2024 ADC Gold - Digital Skills / Immersion
→ 2024 ADC Silver - Brand Building / Microsite
→ 2024 ADC Bronze - Digital Experience / Microsite
→ 2024 ADC Bronze - Digital Experience / Browser Game
→ 2024 ADC Bronze - Design / Web
→ 2024 ADC Honorable Mention - Digital Experience / Spatial Computing Experience
→ 2024 ADC Honorable Mention - Audio / Digital Experience
→ 2024 ADC Honorable Mention - Audio / Project
→ 2024 Lovie Award - Bronze
→ 2024 Lovie Award - People's Choice
→ 2024 FWA of the day

copyr

2025 ALL RIGHTS RESERVED