Harpsquatch
Wand

The Challenge

Gaming products can have a lot to say, but putting every feature into an ad usually makes the creative harder to understand. The challenge was finding the idea that could carry each campaign, then building a visual treatment around it that felt immediate, relevant, and worth stopping for.

The Solution

I developed creative concepts around specific player problems and moments, then translated them into static and motion-led campaigns. A lot of the work involved finding the right visual hook, sourcing or creating game-specific assets, designing UI compositions, and using motion to make the product benefit obvious without overexplaining it.

A hidden world of locations and discoveries is revealed through a map built for players who want to find everything.
A player tears through the game with Wand turning impossible odds into effortless control.
A player takes control of the game with Wand turning every obstacle into an option.
A mountain of games meets a tool built to help you get through them faster.
A frustrating game roadblock disappears as Wand puts the answer right where the player needs it.
A player takes to the skies over Crimson Desert while Wand puts the world, map, and gameplay assists within reach.

Project Information

The work covers product marketing campaigns across Wand's gaming features, including interactive Maps, Gameplay Assists, Voice Controls, Game Guides, and video clipping.

I work across the full creative process, from identifying the angle and developing the concept to art direction, asset sourcing, compositing, motion design, and final production. This also involves researching individual games, understanding their visual language and player context, and adapting Wand's product UI so it feels naturally integrated into the creative.

The campaigns range from feature-led ads to broader brand concepts and game-specific creative. Examples include Secret Map, Backlog Buster, Ease the Grind, Never Get Stuck, Rage Quit, Wand Does It All, Zero Extra Software, and campaigns built around games such as Elden Ring, Crimson Desert, Death Stranding 2, Forza Horizon, and Subnautica 2.

The interesting part of the work is the constraint. The creative has to communicate a product feature quickly, look native to the gaming world, and still maintain a recognizable Wand visual language.