ᱵᱤᱥᱚᱭ ᱨᱮ ᱪᱟᱞᱟᱜ ᱢᱮ
Kenneth Nienhuser ᱨᱮᱱᱟᱜ World Cyber Games 2019 Xi'an ᱤᱥᱯᱚᱨᱴᱥ ᱯᱟᱨᱟᱵ

Kenneth Nienhuser ᱨᱮᱱᱟᱜ World Cyber Games 2019 Xi'an ᱤᱥᱯᱚᱨᱴᱥ ᱯᱟᱨᱟᱵ ᱫᱚ ᱩᱛᱥᱟᱵ ᱯᱨᱚᱛᱤᱡᱚᱜᱤᱛᱟ ᱵᱷᱟᱜ ᱨᱮ 2020 A' Design Award ᱥᱳᱱᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱨᱮᱱᱟᱜ ᱟᱹᱰᱤ ᱢᱟᱱ ᱟᱠᱟᱱ ᱡᱤᱛᱠᱟᱨ ᱠᱟᱱᱟ᱾


ᱥᱳᱱᱟᱩᱛᱥᱟᱵ· 2020

World Cyber Games 2019 Xi'an ᱤᱥᱯᱚᱨᱴᱥ ᱯᱟᱨᱟᱵ

Kenneth Nienhuser ᱞᱮᱠᱟᱛᱮ

ᱜᱟᱦᱟᱠ: Eidetic Marketing

ᱩᱛᱥᱟᱵ ᱵᱷᱟᱜ ᱨᱮ A' Design Award ᱥᱳᱱᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱡᱤᱛᱠᱟᱨ

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#93904 ᱞᱟᱜᱤᱫ ᱮᱣᱟᱨᱰ ᱦᱟᱞᱚᱛ ᱡᱟᱸᱪ

ᱨᱚᱝ

ᱰᱤᱡᱟᱭᱤᱱ

World Cyber Games 2019 Xi'an ᱤᱥᱯᱚᱨᱴᱥ ᱯᱟᱨᱟᱵ ᱵᱟᱵᱚᱛ ᱛᱮ

ᱣᱟᱨᱞᱰ ᱥᱟᱭᱵᱟᱨ ᱜᱮᱢᱥ 2019 ᱥᱤᱭᱟᱱ ᱫᱚ ᱪᱤᱱ ᱫᱤᱥᱚᱢ ᱨᱮᱱᱟᱜ ᱥᱤᱭᱟᱱ ᱱᱟᱜᱟᱨ ᱨᱮ ᱢᱤᱫ ᱮᱜᱡᱤᱵᱤᱥᱚᱱ ᱥᱮᱱᱴᱟᱨ ᱨᱮ ᱯᱩᱱ ᱢᱟᱦᱟᱸ ᱦᱟᱵᱤᱡ ᱦᱩᱭ ᱞᱮᱱ ᱢᱤᱫ ᱤᱥᱯᱚᱨᱴᱥ ᱯᱟᱨᱟᱵ ᱠᱟᱱᱟ᱾ ᱱᱚᱶᱟ ᱮᱵᱷᱮᱱᱴ ᱫᱚ 30,000 ᱵᱚᱨᱜᱚ ᱢᱤᱴᱟᱨ ᱨᱮ ᱯᱟᱥᱱᱟᱣ ᱞᱮᱱᱟ ᱟᱨ 33 ᱜᱚᱴᱟᱝ ᱫᱤᱥᱚᱢ ᱠᱷᱚᱱ 504 ᱜᱚᱴᱟᱝ ᱠᱷᱮᱞᱚᱸᱰᱤᱭᱟᱹ ᱠᱚ ᱡᱟᱣᱨᱟ ᱞᱮᱱᱟ᱾ ᱱᱚᱶᱟ ᱰᱤᱡᱟᱭᱤᱱ ᱫᱚ ᱮᱵᱷᱮᱱᱴ ᱞᱚᱜᱚ ᱨᱮᱱᱟᱜ ᱠᱭᱩᱵ ᱨᱩᱯ ᱪᱮᱛᱟᱱ ᱨᱮ ᱛᱤᱝᱜᱩ ᱟᱠᱟᱱᱟ᱾ ᱠᱭᱩᱵ ᱨᱮᱱᱟᱜ ᱴᱩᱰᱟᱹᱜ, ᱫᱷᱟᱨ ᱟᱨ ᱢᱚᱦᱰᱟ ᱠᱚ ᱫᱚ ᱥᱴᱮᱡ, ᱪᱤᱱᱦᱟᱹ ᱟᱨ ᱠᱤᱨᱤᱧ ᱡᱤᱱᱤᱥ ᱠᱚ ᱨᱮ ᱵᱮᱵᱷᱟᱨ ᱞᱮᱱᱟ᱾ ᱛᱟᱞᱟ ᱯᱞᱟᱡᱟ ᱨᱮ ᱢᱤᱫ ᱫᱷᱟᱨ ᱪᱮᱛᱟᱱ ᱨᱮ ᱥᱟᱸᱛᱩᱞ ᱟᱠᱟᱱ ᱠᱭᱩᱵ ᱢᱤᱫ ᱮᱞᱤᱰᱤ ᱢᱚᱱᱩᱢᱮᱱᱴ ᱞᱮᱠᱟ ᱵᱮᱱᱟᱣ ᱞᱮᱱᱟ᱾ ᱦᱚᱨ ᱠᱚ, ᱥᱴᱮᱡ ᱠᱚ ᱟᱨ ᱥᱩᱵᱤᱫᱷᱟ ᱠᱚ ᱫᱚ ᱧᱮᱞᱧᱤᱭᱟᱹ ᱠᱚᱣᱟᱜ ᱥᱮᱱ ᱦᱮᱡ ᱦᱚᱨ ᱵᱟᱛᱟᱣ ᱞᱟᱹᱜᱤᱫ ᱛᱮ ᱛᱮᱭᱟᱨ ᱞᱮᱱᱟ᱾ ᱯᱨᱚᱜᱨᱟᱢ ᱨᱮ ᱢᱤᱫ ᱴᱩᱨᱱᱟᱢᱮᱱᱴ, ᱢᱤᱫ ᱠᱷᱩᱞᱟᱹ ᱠᱟᱹᱨᱭᱠᱨᱚᱢ, ᱢᱤᱫ ᱥᱮᱨᱮᱧ ᱯᱟᱨᱟᱵ ᱟᱨ ᱢᱤᱫ ᱠᱚᱥᱯᱞᱮ ᱮᱵᱷᱮᱱᱴ ᱛᱟᱦᱮᱸ ᱠᱟᱱᱟ᱾

ᱢᱟᱱᱟᱱ

A' Design Award ᱥᱳᱱᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱵᱟᱵᱚᱛ ᱛᱮ

World Cyber Games 2019 Xi'an ᱤᱥᱯᱚᱨᱴᱥ ᱯᱟᱨᱟᱵ ᱫᱚ A' Design Award ᱥᱳᱱᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱧᱟᱢ ᱟᱠᱟᱱᱟ, ᱱᱚᱶᱟ ᱫᱚ ᱵᱷᱟᱞᱟᱭ ᱛᱮ ᱵᱷᱟᱞᱟᱭ ᱟᱨ ᱥᱩᱱᱫᱚᱨ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ ᱞᱟᱹᱜᱤᱫ ᱮᱢ ᱟᱠᱟᱱ ᱥᱚᱢᱟᱱ ᱠᱟᱱᱟ᱾ ᱱᱚᱶᱟ ᱠᱚ ᱫᱚ ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱠᱚ ᱨᱮᱭᱟᱜ ᱵᱷᱟᱵᱱᱟ ᱟᱨ ᱵᱷᱟᱞᱟᱭ ᱠᱟᱢᱤ ᱡᱷᱟᱞᱠᱟᱣ ᱠᱚ᱾ World Cyber Games 2019 Xi'an ᱤᱥᱯᱚᱨᱴᱥ ᱯᱟᱨᱟᱵ ᱫᱚ ᱠᱚᱞᱟ, ᱣᱤᱜᱭᱟᱱ, ᱰᱤᱡᱟᱭᱤᱱ ᱟᱨ ᱴᱮᱠᱱᱚᱞᱚᱡᱤ ᱨᱮᱭᱟᱜ ᱥᱤᱢᱟ ᱵᱟᱲᱦᱟᱣ ᱟᱨ ᱫᱩᱱᱤᱭᱟ ᱵᱷᱟᱞᱟᱭ ᱞᱟᱹᱜᱤᱫ ᱜᱚᱲᱚ ᱮᱢ ᱠᱟᱱᱟ᱾

ᱰᱤᱡᱟᱭᱤᱱ ᱯᱤᱪᱷᱟ ᱨᱮ

ᱯᱨᱮᱥ ᱠᱤᱴ

ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱧᱮᱞ ᱠᱷᱚᱱ ᱠᱨᱮᱰᱤᱴ, ᱴᱤᱢ ᱥᱫᱚᱥᱭ ᱟᱨ ᱴᱮᱠᱱᱤᱠᱮᱞ ᱵᱤᱵᱚᱨᱚᱬ ᱮᱢ ᱟᱠᱟᱱᱟ᱾

ᱟᱞᱜᱟ ᱜᱩᱱ ᱠᱚ
For the WCG 2019, the main focus was consistent communication. Due to a 6 year absence, there were many challenges to overcome. To absolve these, we overhauled all wording related to design across various forms of documentation, from brand identity to event design, even operations. Consistent communication was required since WCG had evolved from being simply an esports tournament and had grown into an event that offered user engagement programs, a music festival, and conferences.
ᱢᱟᱯ ᱟᱨ ᱯᱮᱠᱮᱡᱤᱝ
Venue: Xi’an Qujiang International Exhibition center
Total Area: 30,000 sqm
Main Stage: Width 55,000mm x Depth 11,000mm x Height 10,000mm
Centre Plaza: Width 10,000mm x Depth 10,000mm x Height 9,500mm
ᱴᱮᱜ ᱠᱚ
game, eSports, WCG, World cyber games, festival
ᱛᱮᱭᱟᱨ ᱛᱮᱠᱱᱚᱞᱚᱡᱤ
In production, we focused on effectiveness. All parts of the event space, including pathways, stages, facilities, and others, were planned out to create optimum flow throughout the event. Throughout the construction and application of structures and platforms, banner printing, and more, we maximized efficiency in costs and operations, sticking to the strategy of ‘Choice and Focus’ to maximize detail depending on location, applying the most detail to spaces that received the most attention.
ᱰᱤᱡᱟᱭᱱ ᱪᱮᱞᱮᱧ
The return of WCG was the most difficult hurdle for us to overcome in this project. In the esports industry, change comes fast, in an ever-cycling world of tournaments and trends. Gamers were only familiar with the old, outdated style of previous events. Our greatest task was introducing a new WCG to viewers without erasing the fond memories of older fans. So we presented a show match, starring veteran players from previous WCG tournaments, while introducing new programs and designs.
ᱜᱚᱵᱮᱥᱚᱱᱟ
To ensure enjoyment, we conducted research, visiting the site location, interviewing gamers, running simulations and other methods to gather as much data as we could. Our conclusion was that we would have to provide communication design that consistently conveyed that this was a WCG that was here to stay. Consistency was defined by the WCG logo, the ‘cube’. After interpreting its shape multi-dimensionally, it was applied through various communication items like pamphlets and merchandise.
ᱯᱨᱮᱨᱚᱱᱟ
WCG 2019 Xi’an’s design’s biggest motif was the WCG logo, the ‘cube’. Our design team interpreted the aspects of the cube, its points, edges, faces, and outline, throughout design application. For example, to illustrate progress and opposition on our stage, the cube’s intersecting edges were used, and to signify harmony, the cube itself was balanced on one edge at the center of the main plaza as a LED monument.
ᱯᱨᱚᱡᱮᱠᱴ ᱥᱚᱢᱚᱭ
January 2019 kicked off the tournament. The venue was already established at Xi’an, China’s “Xi’an Quijang International Conference & Exhibition Center”. That meant there were 7 months to plan out in detail the space design, communication design, event operations planning and more before the finals in July. The event took place from July 18th to 21st, 2019 over the course of 4 days.
ᱠᱟᱹᱢᱤ ᱦᱚᱨ
The World Cyber Games are the world’s first game Olympics who left the tournament scene 6 years ago. The goal now was to provide a Grand Finals that global fans with 504 athletes from 33 different countries could enjoy. Operations included managing the tournament for the 4 day event, user programs, and management of the Players Lounge for optimal communication and coordination of the athletes. Over the course of 4 days, there was also an EDM festival, an opening ceremony, and a Cosplay program.
ᱴᱤᱢ ᱥᱮᱫᱟᱭ ᱠᱚ
Operating Directors: Ashley jung, Vicky Jin
Creative Directors: Justin Choi, Jessica Choi
Sr. Account Planners: Han Gao, Jina Cha, Jay Lee
Planners: Scott Shin, Leah Kang, Kevin Ham, Chris Ahn
Sr. Designers: Kimmi Kim, Min Seo, Olivia Shin
Designers: Ella Choi, Joanna Seok, Jed Jung

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ᱵᱷᱟᱞ ᱰᱤᱡᱟᱭᱱ ᱢᱟᱨᱟᱝ ᱪᱤᱱᱦᱟᱹ ᱦᱟᱛᱟᱣ ᱞᱟᱹᱠᱛᱤᱭᱟᱜᱼᱟ

A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱫᱚ ᱵᱷᱟᱞ ᱰᱤᱡᱟᱭᱱ ᱞᱟᱜᱤᱫ ᱢᱤᱫ ᱟᱱᱛᱚᱨᱡᱟᱛᱤᱭ, ᱡᱩᱨᱤ ᱵᱤᱪᱟᱨ ᱠᱟᱱ ᱢᱟᱱ ᱠᱟᱱᱟ᱾ A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱨᱮ ᱵᱷᱟᱜ ᱞᱮ ᱟᱢᱟᱜ ᱠᱟᱹᱢᱤ ᱞᱟᱜᱤᱫ ᱡᱚᱜᱽᱭᱟᱛᱟ ᱨᱮᱱᱟᱜ ᱪᱤᱱᱦᱟᱹ, ᱱᱟᱢ, ᱢᱟᱱ ᱟᱨ ᱯᱨᱪᱟᱨ ᱧᱟᱢ ᱞᱟᱜᱤᱫ᱾ ᱟᱢᱟᱜ ᱠᱟᱹᱢᱤ A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱞᱟᱜᱤᱫ ᱱᱚᱢᱤᱱᱮᱴ ᱠᱟᱛᱮ ᱢᱟᱱ ᱟᱠᱟᱱ A' ᱰᱤᱡᱟᱭᱱ ᱯᱩᱨᱟᱥᱠᱟᱨ ᱞᱟᱜᱤᱫ ᱯᱨᱚᱛᱤᱡᱚᱜᱤᱛᱟ ᱢᱮ᱾

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