Rocket & Wink Design & Branding WHATEVER PLAYS by Korefe, Rocket & Wink

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Industry Magazines
Media Design & Branding
Market Germany
Agency Korefe
Executive Creative Director Gerald Rocketson, Petronius Amund Wink
Creative Director Reginald Wagner, Alexander Roetterink
Copywriter Bent Hartmann, Sven Keitel, Gereon Klug, Gerrit Joens-Anders, Hannes Winkler, Agi Habryca, Andreas Vellmer, Anastasia Burghardt
Agency Rocket & Wink
Released March 2012

Credits & Description

Category: Illustration
Advertiser: ROCKET & WINK
Agency: KOREFE
Executive Creative Director: Gerald Rocketson (Rocket & Wink)
Executive Creative Director: Petronius Amund Wink (Rocket & Wink)
Creative Director: Alexander Roetterink (Rocket & Wink)
Creative Director: Reginald Wagner (Rocket & Wink)
Copywriter: Gereon Klug (KOREFE)
Copywriter: Agi Habryca
Copywriter: Andreas Vellmer
Copywriter: Anastasia Burghardt
Copywriter: Bent Hartmann
Copywriter: Gerrit Joens-Anders
Copywriter: Hannes Winkler
Copywriter: Sven Keitel
Graphics: Rocket & Wink (Rocket & Wink)
Graphics: Helene Uhl
Graphics: Nadine Hoenow
Illustration: Rocket & Wink (Rocket & Wink)
Production: Ulf Schuetze (Kolle Rebbe)
Print: (Seltmann Druckerei)
Media placement: Magazine - Seltmann + Söhne, Own Webshop, Several Bookstores And Design Webshops, Distribution To Clients - 1 April 2011

Describe the brief from the client
The situation: 2 experienced designers take the plunge and start-up their own agency for the first time.
The goal: To win over new clients.
The problem: Making a name for themselves in the uncontrollable sea of new design agencies.

Describe the challenges and key objectives
The solution: Stay low-key!
The 2 turned into masked men bearing the aliases Rocket & Wink – letting their work speak for itself.

Describe how you arrived at the final design
A monothematic portfolio of freestyle work: An oversized playing card with 140 pages, on which everything centres around the topic of playing and games. However, no role-playing, strategy games or bingo – Rocket & Wink are talking about real games that don’t fail in their social health tasks. Whatever you might do.

Give some indication of how successful the outcome was in the market
The release of the mag increased many orders.