Данный проект является учебной работой студента Школы дизайна или исследовательской работой преподавателя Школы дизайна. Данный проект не является коммерческим и служит образовательным целям

1. The author’s reasoning about how communication theory works in the field of design.

Design is not just about creating visually appealing objects. It is, first and foremost, an act of communication. Every curve, color, font, and composition carries a message, evokes an emotion, and builds a relationship between a brand and its audience. The BVL Intertainment brand is a testament to the fact that communication theory is not just an abstract academic concept, but a practical tool for design. It answers the key questions: What are we saying? Who are we saying it to? And how should we say it visually?

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«Wolfsgarden» project.

Our concept is based on the mission of returning to the user the «first launch effect» — that feeling of childish wonder and discovery of the big world. It would be impossible to realize this mission through design without relying on the following communication theories:

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«Wolfsgarden» project.

  1. Narrative paradigm (Walter Fisher) and design as a story. Fisher argues that humans are «story-telling creatures» who understand the world and make decisions based on the plausibility of stories rather than pure logic. We applied this principle by making the entire BVL design code a part of the user’s larger, personal story. Design solution: We abandoned the use of «cool» and aggressive imagery. Instead, we use visual metaphors for exploration: maps of uncharted worlds, silhouettes against vast landscapes, and a «loading screen» logo. These elements are not just decorative; they are the first sentences in a story that the user will create and experience. The credibility of this story is tested by the personal nostalgia of each user.
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«Wolfsgarden» project.

  1. Semiotics and decoding of cultural codes. Semiotics teaches that any image, sign, or symbol refers to a specific cultural concept. Brand design has become a work with the archive of the collective memory of the gaming generation. Design solution: We deliberately use low-poly and pixel graphics, a warm palette, and fonts stylized under DOS. For the uninitiated, this is simply «retro style.» For our target audience, these are powerful cultural codes that instantly evoke a range of associations and a sense of Saturday morning. Design acts here as a system of signs, and the success of communication depends on whether the «cultural baggage» of the sender (us) and the recipient (our audience) matches.
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«Pereselenium» project.

  1. Social constructivism and the creation of reality through design. According to this approach, reality is constructed through social interaction and shared language and symbols. BVL design is not a reflection of reality, but a tool for creating it.
  1. Cultivation theory (George Gerbner) and loyalty formation. Gerbner showed that prolonged immersion in the media flow cultivates a certain vision of the world. In our case, a unified and consistent design at all touchpoints (from the game to the merch packaging) creates not just a style, but a holistic media environment. Design solution: The consistent use of color palettes, typography, and graphic patterns on the website, social media, and physical media is the process of cultivation. We don’t just sell a one-time product; we gradually «grow» a stable association in the user: a specific visual language: the BVL world = reliability, quality, and a return to childhood. This forms a deep emotional loyalty that cannot be created with a single logo. Conclusion: Working on BVL Intertainment has proven that effective design is strategic communication guided by theory. Theory helps us move from intuitive guesses («let’s make a beautiful retro») to meaningful solutions that accurately

2. Presentation for a General Audience: BVL Intertainment.

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«Pereselenium» Rusteater plush

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«Pereselenium» cryocapsule mini fridge

«Pereselenium» posters.

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«Wolfsgarden» keychains

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Patch «Wolfsgarden».

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«Wolfsgarden» table lamp

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«Confirm that you are not a human» mug

«Confirm that you are not a human» pins

«Confirm that you are not a human» passport cover and pin

«Confirm that you are not a human» posters.

«Confirm that you are not a human» posters.

3. Presentation for a professional audience.

The Market Opportunity.

The 25-44 year old player segment is one of the largest and most affluent today. While many of them may not have played the classic titles of the 90s and 00s due to compatibility issues and dated interfaces, they demonstrate a clear demand for the fundamental values of that era: deep narrative and meaningful gameplay. This is supported by the global trend of single-player game preference in key countries (58-65% of players) and data showing that for 75% of Russian gamers, the most important aspect of a game is the gameplay and mechanics, rather than just the graphics. BVL bridges the gap between the demand for a high-quality experience and the technological inaccessibility of the original.

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Astrum Entertainment statistics.

The Unaddressed Gap: The Technological Barrier to Classics.

Technical Inaccessibility: Many iconic games physically fail to run on modern systems, require complex customizations, or are sold without critical updates.

Unsuccessful Remakes (Remaster): Major publishers often release superficial «remakes» — a simple transfer of high-resolution textures without adapting gameplay, controls, or interfaces to modern standards of usability. This creates an experience that feels outdated and inconvenient for a new audience.

Crisis of trust: The history of the industry knows cases when the announced quality (for example, graphics) did not match the final product, which undermines the players' faith in high-profile reissues. As a result, the classics remain a myth, not a living experience. BVL Intertainment offers a solution: not a remake, but a reimagining — a careful update of the core of the classic game using modern technology and design.

Our Principle.

Unlike the common «design out of fear» in the AAA industry — a tendency to over-protect the player, remove any uncertainty, and reduce the game to completing obvious tasks — BVL’s philosophy is based on Design of Trust. We believe in the player’s intelligence and curiosity. Our projects, like Animal Well or Outer Wilds, encourage independent exploration and understanding of the world, offering complexity that respects the player’s time and intellect rather than manipulating their attention for monetization purposes.

Validation of the Hypothesis.

The Success of Trust Design: The critical and commercial triumph of games like Animal Well (2024) and Outer Wilds (2019) proves the high demand for experiences that respect the player’s intelligence and are built on discovery rather than instruction.

The Authenticity Request: In Russia, 28% of players are willing to pay for a licensed game to «materially and morally support the developer,» indicating the value of an honest relationship between the studio and the audience.

In recent years, there has been an increasing interest in the «Boomer shooter» genre, which features intentionally aged game design for a new and old experience.

Additionally, projects like «Fallen Aces» and «Gloomwood» have achieved commercial success, further confirming the appeal of classic gameplay among gamers.

Our team.

Our team consists of 3 people, each of whom does only their own work. This helps to avoid the Ringelmann effect and create a higher-quality and more cohesive product.

4. А detailed explanation of how the communication theory presented in the online course served as the basis for creating these presentations.

  1. Narrative Paradigm (Walter Fisher) Theory: People are convinced by coherent, authentic stories.

Application: General Audience: An emotional story: «Remember that feeling? We can bring it back. Join us.»

Professional Audience: A business story: «The market is broken. Here is a proven solution. Invest in the future.»

  1. Semiotics & Social Construction of Reality Theory: Meaning is created through signs (semiotics); we construct reality through shared language.

Application: We defined BVL’s visual and verbal language—"Classic Core,» «reimagining,» retro-futurism art—to construct a new category that bridges past and present. We framed the «technological barrier to classics» as a key market problem BVL solves.

  1. Two-Step Flow of Communication Theory: Influence flows from media to opinion leaders, then to the wider audience.

Application: General Audience: Content crafted for sharing by streamers and core gamers (#BVLDiscovery).

Professional Audience: Arguments validated by citing successful indie studios (Larian, Arrowhead), leveraging their credibility as industry opinion leaders.

  1. Uses and Gratifications Theory Theory: The audience actively chooses media to satisfy needs.

Application: General Audience: Promises gratification of identity (belonging to a discerning community) and deep immersion.

Professional Audience: Provides the surveillance need (market data, trends) and the chance to align with a visionary professional identity.

  1. Elaboration Likelihood Model (ELM) Theory: Persuasion uses a central route (logic/data) or a peripheral route (emotion/cues).

Application: General Audience: Uses the peripheral route—emotional visuals, nostalgic cues, aesthetic credibility.

Professional Audience: Uses the central route—logical structure: problem, data-backed solution, financial model.

These theories provided the strategic blueprint. The Narrative Paradigm shaped our core stories, Semiotics built our brand world, Two-Step Flow targeted our influencers, Uses & Gratifications addressed audience motives, and the ELM dictated our persuasive tactics for each audience. This ensured our communication was targeted, coherent, and effective.

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