TH-er
Name, brand and communication work for a VR magazine (content in a VR experience).
Early thinking
Broad themes:
- primary
- mixed vs dual reality
- architecture
- room grid
- perspective
- secondary
- gaming
- monospace
Examples of branding in VR:
Art references:



Lettering / name:
Thinking of referencing the phonetic source of the word there

Looking at TH-er as an option (domains seem to work as well)
Typogrpahy
Considering typefaces via Fontstand - a great option for high quality typefaces in a month by month leasing model (for web and desktop):



How Can We Think of a brand Identity in VR?
1D: Position
- positioning: what historical, futuristic and other references do we want to make?
- name: what does There mean? Can we dig into that?
- name syntax maybe there
- Is there a call for action (or call for affiliation) we want to ignite?



2D: Graphic
- mood–board: visual research (past, future)
- typography: lettering exploration, vetting those visually, technically and thinking about upcoming 2D / 3D upcoming considerations
- branding: deciding on a traditional direction of mark, lettering, etc – or a completely different type of identity (moving, generative, spatial, sound–based et al)
- color palettes: stationary and in movement


3D: Spatial
- research: architecture, way–finding, gallery design
- examples of kinetic communication
- agent moving: highway
- type moving: films, installations, art
- layout concepts
- for gallery setting
- long form reading
- immersive media
- non “mounted” videos, text etc


4D: Movement and more
- interaction with movement
- spatial interactions: sound, et al.


The Identity





