Tooheys Extra Dry: Repay Your Mouth
We abuse our mouths every single day. Thoughtlessly, we scorch our poor mouths with pies heated to blistering temperatures. We even force our lips to smile at people we don't like. Let's make things right...
SAY NO TO MOUTH ABUSE.
The latest campaign from Tooheys Extra Dry featuring Mouth. The White agency was tasked with amplifying BMF's creative idea in the digital space and increase engagement.
Here is a small selection of work that make up a larger ecosystem of work. Enjoy and don't forget to Repay Your Mouth.
Advertising, Art Direction
The Secret Life Of Cider
What kind of cider best suits you?
Uncover the secret of cider.
Our host intrepid investigator/apple farmer Dave Corrigan takes us on an adventure to uncover the variety of cider drinking species in their natural habitat. From finding clues of its existence to exploring the personalities we discover the Secret Life of Cider.
Art Direction, Directing, Film
CommBank Mobile Wallet - Concept Development
CommBank approached white to come up with concepts and visual directions that would amplify the current branding in a new digital mobile wallet. Myself and another designer worked on two different directions over two days. One 100% on the CAN brand guidelines, and one (my approach) pushing it.
The outcome is unknown. What seems to have happened is the bank took both directions and applied the thinking to their latest app (2014 release).
Art Direction, UI/UX, Web Design
Fanta is all about "play" in the traditional sense and the idea of Fanta Funstigator is to get teens to "play" in the real world and reward them for it. Play games, challenge friends and drink Fanta to earn points towards cool rewards. Wherever there is Fanta, there is Fun.
So "Unbottle the Fun", earn points and have fun with friends.
There were a number of touch points used; Digital banners gave a playful introduction that lead to Facebook with a small number of points and a challenge for the chance to earn more. Print, packaging, outdoor and point of sale lead to Facebook and had an AR component that teens could turn their world Fanta and see members of the Fanta Crew. Using Shazam TV and cinema enabled users to find out more and download the app on the spot.
Pitched as an ongoing platform that rewarded teens for engaging with the brand, and constantly updated. The idea was to continually engage with the audience to reduce drop off. Every week the Fanta Crew sent a Funstigator challenge where the best entry was rewarded a prize and earned mega points towards the monthly leader board comp. New games, short animated films and other content were to be released over time.
Advertising, Game Design, Web Design
Hahn Super Dry: Pioneering Beering
Hahn is pioneering the future of beer culture, one experiment at a time, it's Pioneering Beering. The audience follows five pioneers as they experimenting around themes like bar presence and fairer beer rounds. Throughout the experiments the pioneers gathered data from the experiments and are displayed on the site and used to find insights for the future of beer experiences.
Pioneering Beering follows five pioneers as they conduct experiments inside real pubs. Taking video and data from the experiments, we created a single platform for desktop, table and mobile. Primarily driven through Facebook, the seamless experience enabled Hahn to have richer and ongoing conversations with beer lovers. All done in the name of a better beer experience.
Advertising, Web Design
The Amazing World of Gumball - Backyard Bolt
ABOUT THE GAME
Gumball and his best friend Darwin are always getting in and out of scrapes together. Wherever there’s trouble, you’ll probably find Gumball nearby! In Gumball’s latest misadventure, his mum, Nicole, is chasing Gumball and Darwin through their neighbourhood. The boys have been up to no good and Nicole needs to catch them and bring them home. Help Nicole, riding a dog for extra speed, chase the kids as far as she can but don’t forget to jump over any obstacles on the ground and dodge them in the sky!
MAKING OF BACKYARD BOLT
After we got the go ahead for the concept the first thing we needed to do was define the game. There was further research into gaming mechanics and standards Garry and I created user journeys, wireframes and asset checklist. These evolved as throughout the design and during testing. Having made a handful of games this was the first one that I had been involved with that a creative checklist had been made and really speed up the process.
The Narrative behind the game is based on one of the episodes that had yet to be released on DVD in Australia. Through out the project we needed to have ongoing communication between the Gumball’s animators through Cartoon Network as we sourced as many assets from the show as we could.
The look and feel for ‘in-game’ had been done during the concept phase but there were still gaps. Scott Lawton (AKA Spader) was brought onto the job to work his design magic. Creating assets that stayed true to the world of Gummball, Defined a UI that looks like contemporary version of the kick ass retro pixel based games.
My favorite thing about the process was how collaborative it was. Garry had already started prototyping some of the game play and functionality for development whilst Spader was designing. This slightly more agile approach to meant that we could all see what worked and what didn’t a lot faster leading to more experimentation as the game was evolving.
Download it now on iTunes
CommBank Everyday Payments
CommBank is always looking for better ways to inform customers what the best banking solution is for them. The "Better Your Everyday Payments" tool was designed for tablet, making it an easily portable sales tool. CommBank's banking experts in branch can easily have a one on one discussion with customers using the tool as a talking point. There are a couple of simple steps to find the solution and contextual information a long the way. These extra bits of information are queues that the banking expert can easily elaborate on.
Advertising, Art Direction, Web Design
Mother made me do it
MOTHER’s ‘MOTHER made me do it’ campaign was amplified through Facebook, allowing the brand to bridge the divide between ATL, physical activations and MOTHER’s online presence. By creating dedicated content specifically for the channel, fans were able to experience the MOTHER brand and campaign proposition through the carefully crafted tone of voice document that set up how the page communicated with its fans.
Advertising, Art Direction, Web Design
CommBank: Smarter Home-buying
Making life easy for the consumer is really important, together White and CommBank created an utility and focused on sharing knowledge on one of the most stressful milestones in life. Buying a home. As part of a small agile advertising unit within The White Agency. We worked on various comms, and even a hub to get the message out there. In doing so we pushed the illustration and animation style of CBA's digital media to a higher level.
Advertising, Illustration, Web Design
Coke Zero: Team Left Field
Coke Zero runs a program called “Coke Zero Team Left Field.” It inspires football fans from both codes with the freakish talents of select players included in “Team Left Field.” “Time to Zero in” was the call to arms for the fans to watch and be encouraged to submit videos their skills, to be included in the hall of fame.
I assisted in concept development, design and build for a number of interactive standard banners, gutters and a rich media banner that featured on YouTube.
Advertising, Animation, Web Design
UNSW NIEA Hot House Symposium & Digital Eskimo
UNSW NIEA Hot House is a symposium, that Digital Eskimo did the event and blog site. As well as the site Digital Eskimo also did a interactive installation call sketch lab.
Interaction Design, Web Design, Photography
The game, which runs across eight iPads, aims to teach children and adults about the challenges associated with managing Sydney’s water supply system and is the first deployment of iPads as museum gallery interfaces in Australia.
Co-designing with the community
We involved a diverse group of key stakeholders and potential users in the design process from the outset, including a core team from the Powerhouse itself, educators, and a number of passionate game designers and testers aged 7-10 years old. Through the collaborative process, we determined that a simulation game would be the best approach and iPads were an appropriate delivery mechanism, trumping the multi-touch table that was initially proposed and a number of other ideas that were considered, such as a Waterwall.
The simulation/management game would challenge users to maintain the urban water system for as long as possible to support a growing population of thirsty characters. The intention was to convey the difficulty of managing all the various elements of the system (including rain water into a dam, water pumping to a local storage tower, filtration and sewage treatment, etc) while ensuring gameplay and fun wasn’t sacrificed.
Prototype driven design & development
We developed the game with the coding team at Bonobo Labs using an agile and iterative methodology, creating real working prototypes along the way – a process which is great for all design projects but no more so than for game design. This allowed us to refine, re-think and ultimately make a vast number of improvements throughout the project and constantly explore and test ideas quickly. Critically the iterative model allowed us to prioritise features and remove the less important ones as time became tighter.
(Source: Digital Eskimo)
Animation, Art Direction, Game Design