Advertising & brand
Campaign routes pinned side by side instead of clicked through one at a time. A pitch room set up before the
client arrives, and a wall that holds the territory while the work develops.
- Route and territory comparison
- Pitch and presentation rooms
- Mood, tone and reference walls
Game development
Concept art, character line-ups, level beats and narrative flow laid out where the art director, the designers
and the writers see the same thing without a build or a screen share.
- Concept art and character line-ups
- Level and narrative beat boards
- Art direction reference
Industrial & product design
Sketch pages, orthographics, CMF studies and printed renders pinned together so a development direction is
legible at once rather than scattered across a shared drive.
- Sketch and ideation walls
- CMF and material direction on paper
- Development reviews and gates
Physical prototypes and heavy samples need a bench or a shelf.