FeedIndex
Filter: design  view all

 | 
Built for their Detroit Autoshow display and their store in Santana Row, San Jose, Tesla motors wanted to show off the innovative thinking that went into the design of the Model S sedan and the updated Roadster. The experience was built around a 42 inch IR touch display that showcased the cars main features as well as allowed interested customers to reserve a car through a Tesla representative.

Featured article in Fast Company

Role: Design, motion design, and animation
Collaborations: Damon Nelson, Steve Knodel, Jeremy Braut, Dan Becker, Lucas Shuman
 | 
Set as a prequel to the original game, Halo Reach is a story of 5 soldiers who gave their lives to save a planet. For the launch of the game fans were asked to "Remember Reach" by sharing the site on their facebook page. Each memory shared contributed to the making of a life sized light sculpture acting as a monument for the game's fallen heroes.

Role: Design and animation.
Collaborations: Stephen Clements, Ian Aldus, Justin Pedone, Justin Paterson, Jonathan Cipriano, Miles Lucas, Terry Lee
 | 
This was a design concept for a car customization app focused on offering users a unique level of flexibility and creativity to find solutions to complex urban and environmental challenges. Users would be able to start customizing from a number of pre-existing platforms or simply start from scratch by "molding" a part from a simple block or sphere. Each custom part could be saved and shared with other users for further alteration.

Role: Concept, Interaction Design (car customization app), 2D/ 3D animation
Collaborations: Rei Inamoto, Dan Linsky
 | 
To celebrate the undying passion and devoted allegiance (and the united hatred against respective rival schools), Nike Sportswear released the “Bleed Your Colors” campaign for March Madness fans to enjoy their school colors in a more sophisticated and casual off-court manner. AKQA’s aim was to have athletes represent their respective school colors and have their uniqueness, irreverence, and personality differentiate each college.

Role: Concept development, art direction, and design
Collaborations:Michael Takeshita, Gilberto Munios, Jonathan Cipriano, Matthew Welch
 | 
With the release of their highly advanced Pro training products, Nike tasked AKQA with creating a digital experience that would communicate the various technical features of each product. Interviews with the designers were used as narration for a set of type and image driven videos, highlighting key components and details of each piece.

Role: Motion design, animation, and product photography
Collaborations: Jimmy Soat, Rian Devos

 | 
For the third installment of the Xbox racing simulator game Forza, AKQA was tasked with creating an integrated rich media campaign targeting the influencers of motorsport culture. To achieve this, we partnered with online publications such as Motor Trend, Car and Driver, and Inside Line. Special keys were strategically placed in rich media ads, which unlocked exclusive downloadable content on the forza 3 website.

Role: Interface design and art direction.
Collaborations: Michael Takashita, Tim Robles, Eiji Muroici, Keith Hostert
 | 
In May Scion threw a once in a lifetime event for their loyal tuner customers in Boulder City, NV. The event was held under the theme of "United by Individuality." Scion commissioned ATTIK to create a campaign that would evolve over three stages preceding and following the event. Each of these three sites served as a tool for owner registration and to pay homage to the creativity and diversity of each individual at the event.

The 3rd installment received a Site of The Day Award by the FWA (August 25th).

Role: Conceptual and visual design.
Collaborations: Stan Zienka, Mike Daniel, Aaron Feiger, Sunjin Kim, Jaeha Yoo, David Tudory
 | 
Design and implementation of a downloadable RSS screen saver for ATTIK's holiday initiative. A twisting organic form of polygons unfolds each second as current news is fed to a vertically scrolling interface.

Role: Concept and Design.
Collaborations: Paul Miller,Peter McClelland, Jacob Dolinsky
 | 
Verve explores the multifarious processes involved in composing visual and musical works. These processes are combined and manifested within an online application that acts as both a unique artistic medium and creative tool.

Based off of concepts for future multi-touch platforms, Verve was designed to accept any number of input and selection points. Because of this, sound and visual attributes were handled through object "nodes" ( in the form of colored orbs) that the user could manipulate and move around the screen space to alter mixing and timing of music they created.

Depending on the type of instrument attached, each node could take on a different tonal, visual, and musical personality when activated.

The development of Verve spanned 11 months and went through multiple iterative cycles exploring different interaction models and production techniques. The slides are captures of the final interface prototype with early user-flows and wireframes below.

Verve won theCommunication Arts award of Excellence and was featured in their 2007 Interactive Annual issue.

Role: Concept, Interaction design, visual design, production, and development.