Influence Live is a conference for social media, gamers, and influencers.
This project was created in collaboration with another class in our program, where we were challenged to
design a conference for gamers and influencers. Working as a team, we reinvented a full brand to
represent
the event.
We developed a new visual identity, including logos, merchandise, and branding, while also defining the
conference experience. The goal was to create a cohesive and engaging concept that reflects the energy
of
the gaming and influencer community.



The research process focused on sketching and exploring different ideas to create something unique yet recognizable. We aimed to find a strong visual direction that fits the gaming and influencer space. The Figma file shows our sketches and early concepts.
The app was developed based on the logo and brand we created, ensuring a consistent and cohesive experience.
We designed and developed merchandise for the conference, ensuring everything stayed consistent with the brand identity.
Click an image to view it fullscreen.
We recreated TouchDesigner to provide an interactive experience for visitors. This allows anyone entering the showcase to engage directly with the visuals and animations, exploring the creative process in real-time. By doing this, we’re not just showing finished work, we’re letting the audience experience the tool and see how the art evolves live.
This project was influenced by interactive digital art and designed as a live experience for influencers. By engaging directly with the visuals, they could connect, share, and experience the work in real-time, highlighting how creativity and interaction come together.
The case study showed that users engaged more with the interactive features and found the interface intuitive and visually appealing, effectively reflecting the brand’s identity. Our team worked efficiently to deliver the project on time, collaborating closely to ensure every detail aligned with the brand’s vision. Overall, the results demonstrate that the design successfully enhanced user experience and strengthened the brand’s presence.
We learned the importance of teamwork, time management, and aligning our design with the brand’s vision. Gathering user feedback helped us refine our ideas and improve the overall experience.
Level 8: I was able to set measurable goals (such as SMART goals) for my personal and academic growth, as well as goals in other areas like career, college, or sports. I created an action plan for each goal that was challenging but still realistic. I also submitted weekly reflections that included clear evidence of my progress toward achieving my goals. When I was not making the progress I expected, I worked with my teacher or advisor to revise my goals and adjust my action plan so it stayed achievable and meaningful.