

/// INSPIRED BY 2XKO'S SOCIAL LOBBY, THE EXPERIENCE TRANSLATED THE GAME'S PLAYER FLOW INTO A PHYSICAL DESTINATION. RATHER THAN RECREATING ENVIRONMENTS, THE DESIGN FOCUSED ON THE BEHAVIORS THAT DEFINE THE LOBBY—GATHERING, QUEUEING, COMPETING, AND EARNING REWARDS.
/// LED ACTIVATION DEVELOPMENT AND VISUAL DIRECTION, ORGANIZING THE BOOTH INTO FOUR CHALLENGE ZONES INSPIRED BY CORE GAME MODES. THE EXPERIENCE CULMINATED IN A POOL PARTY-THEMED REDEMPTION SPACE, EXTENDING THE GAME'S PROGRESSION LOOP INTO A TANGIBLE REWARD MOMENT.

/// RATHER THAN SEPARATING MERCHANDISE FROM GAMEPLAY, THE REDEMPTION EXPERIENCE WAS INTEGRATED INTO THE PLAYER JOURNEY. INSPIRED BY THE POOL PARTY SKIN LINE, THE SPACE REINFORCED THE SATISFACTION OF COMPLETION WHILE PROVIDING A DISTINCT VISUAL SHIFT FROM THE COMPETITIVE CHALLENGE ZONES.
central hub
/// THE EXPERIENCE WAS ANCHORED BY A CENTRAL HUB THAT CONNECTED EVERY ACTIVATION. SERVING AS BOTH A LANDMARK AND CONTROLLER CHECKOUT, THE SPACE PROVIDED PLAYERS WITH A SINGLE POINT TO CHOOSE THEIR PREFERRED INPUT DEVICE BEFORE MOVING FREELY BETWEEN GAME MODES.


game stations
monitor shrouds
/// Rooted in Korea’s street food culture, we created a night market environment that blended real-world familiarity with VALORANT’s cinematic storytelling—offering a social space for players to gather, connect, and take a break from competition.



agent reveal system





The result was an experience rooted in local culture—where gameplay, community, and storytelling converged into something players didn’t just
attend, but actively participated in.
OTHER WORK
