EXPERTISE

Sakarit (pronounced: Sa-ka-rit) is a multidisciplinary maximalist designer and a Proxima Centauri enthusiast who focuses on Environmental Graphic Design. This field combines graphic design, videos, sculpture, interior design, and various other design disciplines to create visually engaging, informative, or aesthetic environments.

Sakarit’s collection of works focuses on the use of graphic elements and signage to communicate information. It also embraces the concept of “Gesamtkunstwerk,” influenced by Wagner’s idea of a “total work of art” or an “all-embracing art form.” This approach enhances the audience’s experience and reinforces the identity, branding, and aesthetics of a place.

Furthermore, as a maximalist, Sakarit often incorporates intricate and elaborate, multilayered objects into his works. As humorous as he is, his works are also very whimsical and enjoyable to look at.

Cliché Collision

Illustration, Communications, Publication Design, Apparel
Create artworks for the article “Video game addiction is now being recognized—what happens next?” using familiar publishing elements like clocks, skeletons, wires, and spiderwebs.

Creative Brief

Reimagine and recreate artworks using cliché elements from the publishing industry that resonate with the article on video game addiction. Ensure they avoid stereotypes or biases towards communities needing support, and use humor thoughtfully and sensitively.

Approach

For this project, spiderwebs metaphor time or untidiness, while skeletons symbolize suffering, loss, or doom. Other elements like wires represent entrapment, doors symbolize exit or escape, and light signifies new beginnings or positivity.

Results

The bold, vibrant, and whimsical artworks not only encapsulate the article but also elevate it. Due to their distinctive and somewhat grotesque quality, these artworks can be appreciated through commercial products and apparel designs.

Tools and skills used for this project

Designed an illustration for the article 'Video game addiction is now being recognized—what happens next?' using familiar elements like clocks, skeletons, wires, and spiderwebs commonly found in publishing Industry.

Although the artworks are designed for the online version, this mockup illustrates how they would appear in the physical magazine.

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