Ready to Play at Nothing Launch
With a small team, a one-week turnaround, and a bold brief, we collaborated closely with a freelance visualiser and graphic designer to bring two concepts to life at speed. While the pitch wasn’t ultimately won, it remains one of my most fulfilling projects - a fast-paced, creatively fulfilling process that felt like a win in itself.
Role
Creative at Cogs&Marvel
Category
Launch Event
Location
London
Year
2025
Come to Play Outside
I extended the experience outdoors - inviting people to play or pause while waiting to enter the venue. Drawing on my final degree project, which explored the value of play and touch in public space, I designed an outdoor experience that invites play to the Nothing launch. The installation featured deconstructed phone elements, branded basketballs, and spaces for rest and discovery - all encouraging playful engagement with the brand. Viewed from above, the layout echoed the silhouette of the Nothing Phone, reinforcing the brand’s presence through spatial design.
Connecting Through Play
Created a concept for a vending machine game based on Morse code, which the Nothing team described as “very Nothing.” Each guest would receive a digital invitation containing a hidden Morse code. During the keynote, Carl Pei would announce that everyone had a chance to win one of the new products. Attendees would decode their unique message into an alphanumeric passcode (e.g., S4EZR), enter it into the vending machine, and discover if or what they had won.
Also, a drinks menu. Each drink was named using the same format as Nothing’s products - Drink (1a), Drink (2) - and was crafted to be transparent, elemental, and quietly bold, echoing the brand’s minimalist and distinctive identity.
Concept Development
Some of the original concepts for amplifying Come to Play within the Destination Play concept.
All are feasible, scalable, adaptable and most importantly hopefully capture the essence of what Come to Play is in engaging formats for the flagship launch audience.