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RECENT YEARS HAVE BEEN SPENT SPECIALISING IN AUGMENTED REALITY CONCEPT AND DESIGN WORK. THIS IS A SELECTION OF PITCH WORK DESIGNED TO BRING CONSUMER PRODUCTS TO LIFE. I ALWAYS TRY TO FIND THE CHARACTER OR PERSONALITY IN A PRODUCT.
Leon Tyler - AR Concepts / Digital Artwork
Jack Daniels had access to music content and wanted a creative AR solution to tie the music with their product. I used the Rock'n'Roll vibes of the Jack Daniels original and wanted to inject some personality into their Frank Sinatra whiskey.
Coca Cola had access to a playlist of music which was being hosted by Spotify. They wanted to use their 250mm can as a gateway to the content. The headphone can concept that went live was designed to be a portable music player enjoying the playlist.
Coca Cola Zero were looking for a way to express to consumers that even without the added sugar content Zero actually tasted just like Coca Cola original. The idea was to create flirtatious cans revealing what was under their outer clothing.
What better way to offer authentic Italian recipes via an Italian sauce product that to transform the jar into an authentic Italian street merchant? Bellissimo!
Burger King had a summer promotion to award customers with limited edition prizes. The AR activation would be launched from the bottle packaging. The concept was to turn the Coca Cola box into the perfect summertime chef cooking flame grilled Whoppers. The chef would flip burgers to reveal a match 3 style game.
LV= were looking for a creative solution to educate consumers about various insurance policies. The original concept was to create a living city which featured various information touch-points. This was scaled back to become the later two designs. The first being home, pet, car insurance with the second being travel and holiday insurance.
If you want to put the effort into getting "beach body ready" then so should we. Froosh wanted a way to express how their healthy contents could be an active ingredient in becoming beach ready this summer. We wanted the bottles to show you just how they felt.
Pepsi Max wanted to launch a game from their cans to celebrate the World Cup. Due to licensing deals we decided to create a 'street soccer' style game that would activate in AR from the can. This became a fundamental part of an award winning campaign for Pepsi Max.
Pringles required an interactive seasonal activity that could launch from their packaging. Our solution was to create a playable catch style game with Rudolph circling the base of the tube, frantically trying to collect all of the presents being dropped.
Frijj had 2-4-1 tickets to give away for major theme parks around the UK. Honestly, I just loved the idea of having different milkshake flavours enjoying themselves on a rollercoaster whizzing around the bottle. It's fun :)
Kleenex wondered how we could make their packaging more exciting. We decided to target that occasion when you're likely to need them most. The Man Flu box would also let the player flick small virtual tissues at the target.
A COLLECTION OF COMMERCIAL MOBILE USER INTERFACE AND APPLICATION DESIGNS.
Leon Tyler - Mobile Graphic Design
Bud Light requested an application that would allow fans to show their support for each team playing during the Super Bowl. Fans could select their team then watch in realtime to see how many fans were supporting each other team. The application would then update all result until the tournament final.
We created a flavour assistant app to encourage consumers to sample various other styles of Cafe De Paris. A user could answer a series of questions to recieve a flavour recomendation.
Designed as an example of how facial recognition could be used in education to create a fund interactive experience for children.
We were asked to design an application that would educate their clientele how their "bet safe" mechanic works. We designed an interactive application that would explain the process of betting safe.
An application to accompany the launch of Katy Perry's new jewellery range.
We designed an interactive, constantly updating application for Formula 1 driver Max Chilton. The app was an online diary covering Max during the 2014 Grand Prix.
A virtual sommelier to educate Meantime drinkers and encourage purchase across the Meantime range.
SAFARI 3D IS AN AUGMENTED REALITY PRODUCT FOR 3-6 YEAR OLD CHILDREN. IT HAS BEEN DEVELOPED ALONG SIDE PARENTS AND TEACHERS TO ASSIST CHILDREN WITH THEIR PHONIC ALPHABET.
MAKING A SAFE AND ACCESSIBLE VIRTUAL REALITY ENVIRONMENT FOR CHILDREN.
Team
Leon Tyler - Game creator / Artist
Nick Stone - Game Developer
Notable mentions/features: Venturebeat - Geekdad - Techcrunch
Download - Google Play
We always have what we like to believe are great concepts for games and digital experiences that we hope would be fun and interesting for players. But in a marketplace featuring some insanely good talent producing wonderful experiences we felt it was silly to dedicate our time on a project that wasn’t going to offer something fresh for the player. It was actually spending some hands-on time with Google Cardboardthat inspired us to create a Virtual Reality experience. We loved that Google have created a masterfully engineered VR product that is both affordable and accessible to everybody with a smartphone, and that also allowed a new kind of experience by introducing an intriguing viewpoint to the player. The challenge we then set ourselves with Cardio was to design a fun experience that could deliver an entirely fresh method to interact with digital content.
Once we had decided on producing a game for Google Cardboard our next challenge was to design an experience that catered to the strengths of the device. The first thing that fascinated us was the complete lack of classic control inputs. In an era where console game controls can have 32 buttons or touch screens that can offer touch, tap, swipe, pinch/zoom gestures, it was a refreshing challenge to design an interactivity around sight alone. We wanted to create a game that would give a player freedom while maintaining complete control of the experience using only their vision. After bouncing a few ideas around we decided that the most fun thing we would want to do with our sight would be to have X-Ray vision, so started to form a narrative around that.
Another big challenge for the game was that we didn’t want to hold the players hand or to force them into actions that would progress the story forward, neither did we want a win/lose state like a traditional game. Cardio is all about simply enjoying the experience of being a doctor and having X-ray vision. We always wanted the player to have a complete freedom of view, so developed a control method that encourages the player to look exactly where we want them at any time. We designed iconography and used location based sound design to guide the player through our experience with cues rather than force. It took a lot of consideration to make it work but from testing we’re happy that most players have no difficulty in progressing from launching the app into looking at peoples insides without the use of a traditional user interface or buttons.
Although Cardio is quite clearly an entertainment that would seem suitable for kids we actually spent a lot of time trying to create a visual style and even game mechanic that would be universally appealing. I’m sure everybody has wanted X-ray vision at some point so we didn’t want to exclude anybody from enjoying possibly their first opportunity to try it out. First of all the style had to be fun enough for kids to find appealing. That’s why we chose vibrant colours, childlike language, playful environmental details, and even let them have a giggle at the patients bottoms (which a surprising amount of adults giggled at, too). But if we look at a more mature audience I believe we become more sceptical of things as we get older, even as early as our teenage years. The very moment we attempt realism or photographic textures in any form, then we also open ourselves up to scrutiny with the commonly phrased “it’s not very realistic” statement. For this reason everything had to maintain a very child-like and playful tone.
Another very important factor in the design of this game was to be sensitive around current social topics. We wanted to offer a game experience that was completely gender neutral, a place for both boys and girls of all ages to enjoy without discrimination. It was also designed for each patient to represent an open-mindedness that any ethnicity or gender can be whoever they want to be in life. If any product is offered to a younger audience then it’s incredibly important that we offer an intellectually safe environment for them to play in. I spent a lot of my time growing up watching Sesame Street and I think those colourful little guys left a lasting message with me.
We’re not sure how unique Cardio is but we tried very hard to create a VR product that wasn’t catered to tech geeks (like us) sitting around with expensive hardware. A lot of VR I have played has been catered towards wowing technology people, so we wanted to push how technologically clever it is to the side and just produce a really fun experience. We don’t want to claim we’re the only people with this audience in mind but we’re proud to be sitting among other creatives and developers who are also working hard to create experiences for families to enjoy while trying to evolve the possibilities in virtual reality.
CREATING A VISUALLY MINIMAL USER INTERFACE FOR CONTROLLING AND REMIXING AUDIO IN REALTIME. THIS PROJECT WAS TO BE CREATED AND PRESENTED IN AUGMENTED REALITY. UNFORTUNATELY WE HAVE DISCOVERED LIMITATIONS IN IMAGE RECOGNITION TECHNOLOGY WHICH HAS PUT THE PROJECT ON HOLD FOR NOW.
Leon Tyler - Concept / Design
DRAWING CHARACTERS IS ONE OF MY WAYS TO CHILL. SOMETIMES THEY END UP AS STICKERS ATTACHED TO THINGS THEY PROBABLY SHOULDN'T HAVE BEEN. BUT MORE OFTEN THAN NOT THEY JUST END UP HERE.
Abyss - Superfly - Dhamakai - JamOne
Pigeon Street - Bboy Mouse - Kitten - The Warrior
Nobody could prove his cause of death. Was it murder or was he simply dropped?
This is Ranbir and his robot Kiaan. Ranbir is yet to realise his importance on earth so presumes that he and Kiaan are simply best friends. But Kiaan has only objective, to protect Ranbir from all danger until he is awakened to his destiny.
Squiggly likes to drift through the ocean listening to Wu-Tang Clan. Protect Ya Neck is her favourite.
Fresh and direct from 1990. K-set & Playa dropping the dopest hits.
He's not actually from a tribe. He just likes dancing around fire. Who doesn't?
First rule: Don't talk about him!
In the future we'll have highly sophisticated mech transport to assist us with our daily lives. This is a towing mech for collecting broken down hover cars from the side of the hyper-lightways.
He didn't really have a back story. I just liked the idea of his head being on fire. Don't judge me.
Yes, they're turbines not rockets. I now know this. I genuinely had no idea so many of you were propulsion experts.
With a hip, hop, hip, the hibidibi hip hip hop and you don't stop-a-rocking...
Leon watched the entire series from beginning to end without stopping!
Seymour simply doesn’t care. You can ask him not to do something but you know he’s going to do it anyway. Seymour is just one of those kids.
DJ/MC combo FKC represent that oldskool 90's hip hop vibe. They're all about Tribe Called Quest and Arrested Development.
King of the court. NYC 2003
Gang-banging and fly.
PLINK IS A SIMPLE MUSIC APP DESIGNED FOR YOUNG CHILDREN.
Leon Tyler - Concept / Design
I wanted to design a clean, friendly little application for children to enjoy the simplicity of mashing their grubby little fingers all over an expensive iPad screen and playing with audio.
I'd like to expand on the idea and allow people to capture their own sounds for each drum pad. Or perhaps even introduce a simple record/loop mechanic.
I thought it would be nice for children to relate notes to colours rather than letters.
Each time a child strums a string the app would play a chord sound, rather than a solitary note.
VARIOUS MOBILE GAME CONCEPTS / ARTWORKS. A SELECTION OF BOTH COMMERCIAL AND SELF INITIATED.
Leon Tyler - Game concepts / Artwork
Self initiated game design based around wild west showdowns. Currently in development.
Casual game designed for the launch of the new Star Wars Rebels series on Disney XD. Players are tasked with using their mobile device as a blaster turret and moving around their own environment to find Tie Fighters. They must destroy all Tie Fighters as fast as possible to earn a rank.
Self initiated game tasking players to slide a pan, catching the correct ingredients to make set meals. Game difficulty is dynamic based on the players ability with combos and bonuses offered for playing well.
The entire game wireframe, UX and ruleset on the white board. Probably should have saved this somewhere safer.
Three game visuals based on the same mechanic. Game was built around tilt controls with the player racing against a tide/avalanche and avoiding obstacles while collecting Nestea tokens.
Designed for younger players, Sparky's tasked the player with collecting certain coloured firefly's when the game announced a colour. Gameplay was designed to be frantic, vibrant and exciting.
ABDUCTION HAS BEEN DESIGNED TO BE PLAYED IN AUGMENTED REALITY. THE PLAYER IS TASKED TO MANOEUVRE AROUND A TABLE-TOP SIZED PLAY AREA FRANTICALLY DEFENDING THEIR FARM.
Leon Tyler - Concept / Design