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Category
Innovation & Transformation / Innovation in Lockdown
Annual ID
OS_DE21_191M
About the Work
With only a small team and few months to complete, Swintopia posed an exciting challenge - the first of its kind for the agency. Working as a core team of three (designer, developer, and copywriter) we charted our path as we went along, defining bespoke processes, learning new tools, and combining platforms and techniques in often unexpected ways. Roughly half the software packages we used we learned as we were building Swintopia: Airtable, Tiled, Phased, and Procreate for iPad, joined the most expected Photoshop, Illustrator, Typescript, and even Google Slides. Continuous communication between design and development - usually in the 100+ daily messages - ensured rushed decisions didn’t disrupt the timeframe, and incorrect assumptions weren’t made.
In just under three months, we created and implemented a fully new brand for Swinburne, which included:
- 100+ unique conversations and interactions
- 20+ unique buildings and landmarks famous to Swinburne, including well-known building interiors, distributed across 5 different maps
- 45 unique characters for Swinburne’s professors, students, and alumni
- A host of randomly generated visitors plus over 100 props and accessories to populate the campus
- A fully customisable quest and achievements system to further gamify the experience
- Animations and sound design to bring it all to life
The campaign was a resounding success, so much so that Swintopia has become an enduring asset for Swinburne and is now part of their communications tool kit. With the world opening up in 2021, Swintopia is set to evolve and offer even greater value to prospective students who are about to make one of the biggest decisions of their lives.
In just under three months, we created and implemented a fully new brand for Swinburne, which included:
- 100+ unique conversations and interactions
- 20+ unique buildings and landmarks famous to Swinburne, including well-known building interiors, distributed across 5 different maps
- 45 unique characters for Swinburne’s professors, students, and alumni
- A host of randomly generated visitors plus over 100 props and accessories to populate the campus
- A fully customisable quest and achievements system to further gamify the experience
- Animations and sound design to bring it all to life
The campaign was a resounding success, so much so that Swintopia has become an enduring asset for Swinburne and is now part of their communications tool kit. With the world opening up in 2021, Swintopia is set to evolve and offer even greater value to prospective students who are about to make one of the biggest decisions of their lives.
2021 Awards
Total Points: 3
Merit
Credits
Digital Agency
Isobar / Melbourne
Media Agency
Initiative Media / Melbourne
PR / Marketing Agency
Bastion Effect / Melbourne
Client / Brand
Swinburne University of Technology / Melbourne
Chief Marketing Officer
Carolyn Bendall
Creative Director
Emma Park
Producer
Jess Fletcher-Mowat
Associate Client Partner
Simon Coghlan
Associate Technical Director
Andrew Bednarz
Brand & Campaign Manager
Laura Iakovidis
Brand & Campaign Specialist
Rachel Bennett
Brand Agency
50 Crates / Melbourne
Creative Manager
May Ling Yong
Deputy Director, Digital Technology Solutions
John Sinistaj
Deputy Director, Marketing
Amy Whitehead
Digital Marketing Operations Manager
Lisa Bugg
Head of Digital Marketing
Jordan Capp
Head of Domestic & Direct Recruitment
Nishan Bandaranayke
Head of Technology
Cliff Chiang
QA Analyst
Himani Shah
Senior Business Analyst
Amna Tanveer
Senior Project Manager
Samantha Wight
Senior Solution Architect
Tom Wilson
Studio Lead
Augusto Jacquier
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