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2026 · Identity

DeepMine Identity

Year
2026
Role
Art Direction
Type
Client
Discipline
Visual Identity

Problem

A sci-fi NFT game needed a mark and cards that work in wallets, not only on a pitch deck.

Approach

I built the identity around the mine itself, with flat, stone, and metal versions of the mark.

Outcome

A coherent game brand at launch — the project opened at $2M USD on day one.

A mine that has to work as a brand

DeepMine is a sci-fi strategy game on WAX and EOS: closed economy, cooperation as a way to profit, a lot of on-chain noise around it. My job was to make the brand feel like a world, not like a token ticker.

The logomark is the entrance to the mine. Vertical lines are the shafts. I specified three material versions — flat, stone, metal — because a game brand that only works in one rendering dies the first time it hits a marketplace thumbnail.

Identity was only half the brief. I directed illustration for cases and the main NFT cards: rarity, complexity, and animation as a hierarchy, not as decoration on every asset.

What I designed

Logo system (flat / stone / metal), a sci-fi colour and type language, and the illustrated NFT set that players actually hold. The brand is meant to look expensive in a wallet and still readable at 32 pixels.

FAQs

A sci-fi NFT game needed a mark and cards that work in wallets, not only on a pitch deck.
I built the identity around the mine itself, with flat, stone, and metal versions of the mark.
A coherent game brand at launch — the project opened at $2M USD on day one.

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