To produce the 6 pack box Vlad, one of the animators, created a 3D model of the box on Maya and passed me the UV maps.
To identify what needed to be designed, each face was numbered and sent back to Vlad to get screenshots of the actual 3D model.
With this information it was necessary to create a template for the designs to be placed once finished and make everything really easy to modify if needed. The UV map wasn't even. It was asymmetrical, and that made me discuss with Vlad if it wasn't a better idea to use a mock-up from internet, as we just wanted to show the concept and the mock-up wasn't that important. But the character he designed was already put on a side, and it would happen the same with the box. So I proposed a solution: changing the box for a more unique design, so his modelling would be totally justified. So to make it more country-ish I got inspired by the bucket they have on the website. By adding ropes to the box it wouldn't increase the cost a lot and the experience of buying/carrying the cider would be much more appropriate with the whole brand.
In the UV map the numbers from 19 to 24 were removed to add the ropes, so only the faces with numbers from 1 to 10 needed to be designed.
When designing the box, the first drafts were tossed away as it was quickly identified that 3 different boxes needed to be done for the 3 different bottled flavours: Reveller, Charmer and Truffler. The logotypes for each flavour had to be vectorised, as the versions found on internet were low-res. It made sense then to use the ripped paper look they use in many different parts of their brand as well as the colour scheme they have chosen for their products.
The images used for the packaging are public domain, but they were only to be used for the design process. If needed, pictures of wood could be taken once the design was finished.
The design of the boxes then changed to something that fits better into their general look. I used a public domain wooden surface to give the boxes a more country feel to them. The big sizes show the brand and the flavour without anything to distract the viewer. On the sides, there's more information about other bottled and draught drinks using the elements and style from their website. The bottom of the box can be used for the bar code and there is a little section right below the bottle to include any legal information.
The bottles have a parallel shadow to stand out more from the background, as it is quite realistic. The titles are not blended with the wood to stand out more and they have a shadow on it to make it look that it is floating. The information about the drinks is also from their website. Once the design of the point of pour is finished it will be changed for the handle they have already designed. Their website is also displayed.
The pig footprints are a clue for the viewer to follow and get more information about Orchard Pig. The "Oink!" indicates the end of the track, the goal of the pig, the section with more information about these ciders. So one big side is connected with one of the small ones by the prints and the line that goes across the design.
The different parts of the submission were thought to work better united by something else and that work as an extension of the brand. An App would potentially serve these purposes to provide the users information about where the product is sold, interaction with real fans and treat them as they deserve it. The pint, for instance, doesn't have to be limited to the pub and fans could potentially win them for being loyal. We, as a group, agreed to undertake the work for different sections of the app and I would be the one putting everything together in the end, since I am the graphic designer.
Right before this part started, we had a feedback session. During that session, we explained our entire concept and ideas so we could ask in the end: 'do you think the creation of an app is justified?'. We also wanted to include games in that app, but not to isolate individuals with their phones. All the opposite: to ensure a good time between friends and use the phone as a mere tool. More or less like Nintendo is doing with 1,2 Switch, where players can have fun together only using the screen as a reference, but when they play looking at each other. This session helped us to know that everything we were doing seemed to make sense to others and even liked by some. We also got a bunch of suggestions for making games, like pulling straws, mind swipping, etc.
The loading screen was copied from the website to keep the consistency as it has been done with the rest of the designs. The typefaces have been the only thing that has been difficult to match, but there are free alternatives available online that have helped the design to take shape.
The main menu of the app shows the last news and information about events that OP fans might find interesting, again, keeping not only the design style but the tone of voice on the banners at the top of each section. There are direct links to social media profiles. These icons were vectorised from the ones in the website. The other icons were designed by Vlad trying to keep them recognisible and minimal, except for the "games" section, where we wanted to do something that stood out with a country-ish feel.
One of the sections it was considered important for the company and the users was to provide a way to not only find where OP is sold, but also to suggest the company a potential client. That is data they can use to expand their businesses or know the areas where they are most popular to consider events. This section was designed by Vlad.
The swainstones couldn't been digitally finished, but they were submitted in the format of sketches.
After deciding and producing the content for this brief the exclamation point that ties everything together is Orchapp. When a user opens the app, the first thing that comes up are news related to the brand. Orchapp is an application that do many things for pig lovers in other ways. It helps them finding out where the nearest OP selling point is or to suggest an area where OP could be popular with just one tap. OP could potentially use this data to find new retailers. The app also provides links to social media and a easy access to the website for more information. It also has a milestones section (Swainstones) for rewards to loyal customers. Of course, the intention is not to encourage alcoholism, that’s why Swainstones can be easily limited by timeframes. For example, a user gets points when buying an OP drink that can be transfered to the app with a code handed by the barman. Codes can only be used in the same day, and users can only use one code per day. Swainstones are a great way of making Orchard Pig engaging to the younger university aged students. Swainstones allow for drinkers to tally off their Orchard Pig bottles each week towards a greater prize. 5 Swainstones earn users a discount on next drinks, and when they reach 10, this earns an Orchard Pig mug.
This section was designed by Tom.
The Orchapp is also a great opportunity to make people enjoy even more their time having a drink, regardless of what drink.
The app contains a games section. These games are not designed to make people stare to the screen of the phone. They are simple games to make people have a good laugh and interact between them. There are three games:
1) Pig it down!
Players put a finger on an empty screen. After a few seconds, the pigs appear. Whoever is touching the pigs, win. The losers pay for the next round.
2) Truth or dare
Old classic with the addition of a roulette to make conversations have a fun turn.
3) Story time
Another roulette game. Whoever is pointed out, gets 3 random items. These items create a story that needs to be created in 10 seconds. This final section was designed by me.
Of course, these are just a few interpretations of what can be done with the app, but the possibilities are endless: redeeming codes for scanning a point of pour, or codes that come with Orchard Pig boxes, etc.
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