My Take
This blurred the line between product and prop. Building that vibe was unforgettable. We didn’t just re-skin hardware. We created objects that looked looted from the game but delivered pro-level performance.
Case Study
Role
Product Design, Creative Direction, Packaging Design, Visual Identity, Campaign Oversight, Partner Approvals (Blizzard)
I led the design of peripherals that felt possessed—in the best way. The headset and mouse pushed the look and tone of gaming hardware. It hit the market hard and became a collector favorite.
The work we did with Blizzard on WoW was a hit, but Diablo needed a different approach. We didn’t need more buttons, we needed more atmosphere. This gear had to feel like it came from hell and still work like pro hardware.
We leaned into texture, glow, and sculpted forms. Nothing felt clean or modern. It all felt cursed. From the hardware to the box, it carried the tone of the game. And it worked.
This blurred the line between product and prop. Building that vibe was unforgettable. We didn’t just re-skin hardware. We created objects that looked looted from the game but delivered pro-level performance.