Demospree 2023 Motion Brand & Stream Kit

I was contacted by the event producer behind Demospree, an annual Twitch marathon where popular gaming personalities (“streamers”) try out demos of unreleased indie games.

The client was looking to differentiate the Demospree brand from its competitors, and had already designed a new static logo and a few other brand assets. They asked me for a set of animated elements to be used in promotions and during the event, as well as three interstitial videos to be played during the event. Each of those elements is described below.

Animated Logo Bug

To align with my client on how their brand should look and feel in motion, I started by creating a logo-reveal animation. We went through a few rounds of revisions, and I then adapted the animation into a bug that could be laid over the live event stream. The bug is designed to undraw and redraw itself at regular intervals, reminding viewers of its presence and allowing the client to intersperse a different graphic (such as a sponsor logo or a call to action).

Countdown Timer

The format of the event requires each streamer to switch games every twenty minutes. To make this less jarring to viewers, they requested a branded countdown timer that could be overlaid on the stream. The client initially approved sketches for a mechanical timer inspired by retro clocks and counters:

On testing the above design, we agreed that it stole too much focus from the content of the stream and didn’t adapt well to a variety of backdrops. I submitted another round of thumbnails, and this time we agreed to go with a simpler design:

Mascot Character

Demospree features a parade of different hosts tossing to one another, but there’s no host for the overall marathon. To emphasize key information and provide a sense of consistency, the client asked me to animate a character to serve as host and mascot for the brand. Budget was tight at this point, so I suggested we come up with a character design to minimize the complexity of the animations. The client considered this and came back with the below sketch:

Initial sketch provided by client

I love this kind of designer-client collaboration. Aside from the simplicity of the character itself, the flat look allowed me to further simplify my animation process by using a combination of 2D and 3D elements in After Effects. The computer case and monitor exist in 3D space, while the monitor arm comprises two tapered 2D lines connected by a null object that I can reposition in 2D space. This allowed me to produce multiple animations at minimal expense, with a very quick turn-around.

The mascot was used in social media posts and a promotional video cut by the client, as well as in the interstitial videos below.

Interstitial Videos

The client requested a series of short videos that each participating streamer was instructed to play during at specific points during their segment of the marathon. In addition to the logo reveal and mascot animations, these include an original game-inspired animation pattern for revealing text.

The client had already selected and licensed the music tracks. The track for the first and third videos included a long intro, which I shortened using Adobe Audition.

The first interstitial introduces the event and its format, and provides padding in case a streamer isn’t ready to start.

The second interstitial provides basic framing for a promo video, which was provided by the sponsor along with the music track.

The third interstitial repeats the sponsor’s call to action and presents one from the event producer.

Asset delivery and Follow-Through

To work around technical and staffing limitations, Demospree’s producer relied on each participating streamer to display the graphics and interstitials directly on their own stream. The cost of this hands-off approach was a high risk of human error and inconsistency.

To help mitigate these risks, I tested each asset in OBS Studio, which is an industry-standard streaming tool that the majority of the streamers would be using. I then produced a scene template for OBS Studio to make it easier for them to include the bug and timer assets in their streams, and I wrote up instructions both for importing the template and for recreating the layout by hand.

I tuned in for a few hours of the ten-hour marathon, and took notes. At least a few streamers told the producer they’d found my template helpful but, despite contract stipulations, several of them apparently removed one or more of the provided assets, skipped over the interstitial videos, and/or played them in the wrong order. One example can be seen below.

After the event, I checked in with the producer and offered a list of suggestions for reducing these issues in next year’s event. They had some ideas of their own, and I look forward to seeing the results!

Branded Instagram Filters (Spark AR effects)

OBJECTIVES 

On two separate occasions, Streem needed a playful gift to celebrate milestones: one for a favorite customer (a popular manufacturer of wood-pellet grills) and another for Streem’s own employees celebrating the winter holidays.

We had a standing secondary goal of demonstrating knowledge and credibility in the broader field of XR technology in which Streem operates, and these projects provided a perfect opportunity to explore a neighboring technology. 

PROCESS

The customer-facing project came first, and the employee-facing one followed a very similar process. I’ll focus my account on the first project.

I participated in a short series of workshops with our Marketing UX Director and a fellow visual designer to brainstorm an appropriate gift, and we settled on a physical gift basket to be accompanied by an interactive camera experience powered by Instagram. Recipients of the physical package would access the digital experience by scanning a QR code from the included card. I was tasked with creating the effect, while other team members designed and assembled the tangible gifts. I came to a second workshop with a sketch and pitch, expressing the interactivity and motion I had in mind. After getting input from my teammates, I jumped right into production.

I’d previously experimented with Spark Studio and its competitor, Snap Studio, but I learned a lot of new skills on the fly by referencing documentation and consulting experts within my network. Some of the skills these two projects taught me:

  • Configuring particle systems to create the smoke and snowflake effects. 

  • Mapping 3D objects to a user’s face in a live video image

  • Optimizing and placing 2D animations as textures on 3D objects

  • Creating HDR textures for an environment map that a bright and crisp reflection of Streem’s logo on the user’s virtual sunglasses

  • Detecting the presence of a particular image on a printed card when it’s held up to the camera, and triggering an alternate experience in response

  • Interactively applying color transformations to a live camera feed using multiple color lookup tables

  • Dynamically controlling sound effects in response to a user’s gestures. 

  • Optimizing the experience to work on a wide range of devices and within the technical limitations imposed by the Spark AR platform

After producing a functioning prototype, I went a few rounds with my teammates and used their feedback to refine and enhance the experience before publishing it and generating the QR code for the gift card. 

DELIVERABLES

Each of the below effects can be accessed using a provided link or QR code on a mobile device, and automatically opens in the Instagram app.

Designed to celebrate a milestone in Streem’s relationship with their most active customer, this effect includes responsive sound, particle effects, and an animation mapped to the inside of the user’s mouth (I used a sphere with inverted normals)

Winter Wonderland

As part of an overall winter greeting package for Streem employees, this filter added an element of discovery by hinting users to flip to their rear camera and aim it at the companion card. When the card was recognized, it triggered a secondary effect in which the user was virtually transported into the scene from the card’s illustration.

Included as part of a winter greeting package for Streem employees, this effect includes a particle system and a secret trigger that changes the background image when the user holds up the physical greeting card that led them to the effect.

OUTCOMES

Our customer’s leadership team was impressed and excited by the first effect, and internal feedback within Streem was equally enthusiastic — as evidenced by the demand for a second effect when the holidays came around.

Concept animations: Focus Quest

A gamified timer challenges players to work on their homework, novel, art practice, or whatever else they’ve been procrastinating on. Every 20 minutes of complete focus earns you a break — plus experience points, loot, and torches that add a modicum of flexibility to Francesco Cirillo’s much-loved Pomodoro Technique.

Evil Apples

A social game for mobile phones and tablets running iOS and Android.

Client: Evil Studios Limited

"As an illustrator, Pete's creativity always shines; it’s rare that he won’t bring a new idea to the table for us to consider. Add to that a strong sense of usability + efficient use of billed hours, and what results is a great finished piece at a fair price, always. He has a wide range of tools skills, and all-in-all he has hit the ground running for us, and never stopped."

—Sean Conrad, co-founder, Evil Studios Limited
  • Prepared in-game icons (some from scratch, others using stock imagery) to represent purchasable word packs
  • Produced original promo graphics to celebrate the release of each new pack.

Produced an icon and scrolling backdrop for a new "Survivor" game mode featuring a limited supply of cards.

Game mode selection modal
Scrolling backdrop

Evil Minds

A party game for mobile phones and tablets running iOS and Android.

Client: Evil Studios Limited

"As an illustrator, Pete's creativity always shines; it’s rare that he won’t bring a new idea to the table for us to consider. Add to that a strong sense of usability + efficient use of billed hours, and what results is a great finished piece at a fair price, always. He has a wide range of tools skills, and all-in-all he has hit the ground running for us, and never stopped."

—Sean Conrad, co-founder, Evil Studios Limited

Contributed a series of illustrations demonstrating gameplay. Adapted them for use in app icons, interface elements, app store preview images, and online advertising.

Rite of Harvest

A retro-inspired dodging and shooting game for Mac OS X and Windows, where players tunnel through the earth and fight huge Miyazaki-inspired monsters. Produced in about 48 hours for Global Game Jam, January 2016.

Contributed: backgrounds, animation, game design, art direction, and story. 
Additional art by Rex Waters
Programming by Dylan Bennett
Sound and music by Amos “ToyTree” Roddy
Additional game design by Corey Warning (and by all other team members)

The Case of the Mysterious Maulings

A dialogue-driven mystery game for desktop and mobile browsers, where an obvious murderer must convince characters to suspect each other instead. Produced in a few days during and following Ludum Dare 33, 2015.

Contributed: all art, ambient sounds, and some story and game design. 
Programming by Benjamin Hanken.
Characters and dialogue by Emily Madly.
Music and sound effects by Joel Merriman.