There's this term in game design called juice. It's not the story, not the mechanics, just the ti...There's this term in game design called juice. It's not the story, not the mechanics, just the ti...
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There's this term in game design called juice. It's not the story, not the mechanics, just the tiny feedback stuff: the sound when you grab a coin, the little screen shake when you land a hit. Does nothing functionally, just makes the moment feel good.
And I think about that a lot with brands, because it's the same instinct as good environmental storytelling. You walk into a room, there's a burnt letter and an empty chair, and you just know what happened. Nobody told you. Most brands get this backwards, they'd rather explain themselves on an about us page than build the story into the actual experience.
This is where I'd like to take branding to, treating it like world building. Instead of being some kind of meta narrative on top, you build the room, the objects inside, the little details so that the message is implicit, not explicit, and no one needs to be talked through it.
A logo is one thing. Giving it a whole personality is another. 👀
I picked a few of my branding projects to show what happens beyond the logo.
First, the logo on its own. Then, the full visual identity: colours, typography, graphic elements, patterns, packaging, and all the little details that make each brand feel like itself.
Because I don't want a logo to just look good sitting on a presentation slide. I want to see what it can become when it gets out into the real world.
Every project has a different story, personality, and visual direction. And that's probably my favourite part of brand design: figuring out how to turn one initial idea into a whole visual language.
Swipe through and meet the logos, then their bigger personalities. ;)
A logo is the starting point. The fun really begins after that.