WINNER
Game Six
by Thomas Sharp/Studio Sutherl&, for Thomas Sharp/Studio Sutherl&
Game Six is a self-promotional, multimedia work designed to showcase writing, design, film deepfake, experience and digital means of communication, with the whole project aimed at a very specific audience of the ‘right’ people.
As a publication and experience designed to appeal to a literate and intelligent audience of potential clients, who are politically, socially and culturally active, Game Six was made to meet a challenging brief. The creators sought to do “Something that made us feel out of our depth,” that would put off the ‘wrong’ people and engage the ‘right’ ones.
Encompassing chess, Ukraine, Donald Trump’s hair, post-truth politics, disinformation and warped logos, Game Six evolved into a 128 minute event in Camden, a website, a film and a book.
The judges said: “Really interesting and innovative concept. The only entry that I came back to over and over, And one of the only entries that incorporated elements of social commentary and reflection.”
HIGHLY COMMENDED
LogoArchive Play
by Thomas Sharp/Studio Sutherl&, for Thomas Sharp/Studio Sutherl&
As the first purpose-built historical logo archive and research tool LogoArchive, founded by Richard Bairds and designed by Christian Laufenböck, began as a formal research and restoration project. It unites a community of more than 40 researchers worldwide, who work to record and document logos from around the globe.
The LogoArchive booklet is a participatory examination of the nature of work and play, using a story rather than a formal text, to help readers infer its message rather than have it delivered to them. The book can also be broken down and played as a game, blurring the lines between work and play in graphic design practice.
The book is intentionally brief and ambiguous, to encourage readers to make their own meaning for the contents.
A Profound Waste of Time 2
by A Profound Waste of Time, for A Profound Waste of Time
A Profound Waste of Time (APWOT) is a rare printed publication about videogames, a sector where magazines – once an important part of the culture – have mostly moved online. More unusual still, APWOT features no screenshots of video games and does not focus on reviews or news.
Instead each issue features 200 pages of bespoke illustration and writing from renowned contributors, and takes a more timeless approach by examining the influences, processes, and broader conversations behind the medium of gaming.
The title also seeks to celebrate print as well as videogames, featuring elements that embrace its physical nature, such as gatefold covers, pages with die-cut apertures, and glow-in-the-dark special editions.
The second edition entered here features expansive cover artwork by Doug John Miller and extensive interviews with legends of videogame design Keita Takahashi and Tetsuya Mizuguchi.
The Road to Completion
by Uncommon Creative Studios, for Habito
From the insight that 8% of couples who buy a home together find that mortgage-related stress interferes with their sex lives, Habito decided to create an uplifting Valentine's Day campaign to help reduce that stress.
Uncommon Creative Studio asked erotic fiction writer Rocky Flintstone to craft a risqué and steamy novel about mortgages and homebuying, complete with illustrations by Sebastian Schwamm. The result was The Road to Completion, which helped readers see load-bearing walls, exposed brickwork and the downstairs bathroom in a new light.
The book proved so popular that it reached number two in the Amazon Kindle erotic fiction chart, with all proceeds from sales donated to sexual health charity the Terrence Higgins Trust.
Brand awareness of Habito increased by 20%.
Editorial Design
shortlisted
