The Labors of Hercules
This was an inspiring project to work. We had to find a way to design in a way that could communicate the Greatness of Hercules, the period the labors took place. It shouldn't be funny nor very flashy. A stone - rocky desig was used along with the face of Hercules. Each pack of the family had a different color code . A brochure with pencil sketches of the Labors accompanied each pack written in many languages.
UNIQUE PROPERTIES / PROJECT DESCRIPTION:
This is an extraordinary Brain Teaser offering thrilling pattern-puzzle solving experiences. Themed around the journey of the great, Greek mythology hero, Hercules, this game consists of four Collections of three Labors each. There is a progression in difficulty from one Labor to the other and from one Collection to the next. The most difficult part was to find a way to die-cut the puzzle 4cm square tiles without leaving marks on them and lock them in place from production to packing facilities
OPERATION / FLOW / INTERACTION:
Each Labor introduces a puzzle consisting of 36 square tiles which must be placed in the correct order, side by side, to form a 6 by 6 square board. To reach the solution, you or your team will embark on a mental journey that will require you to perceive the puzzle's underlying patterns, which can contain logical, mathematical, geometric and cryptographic elements.
PROJECT DURATION AND LOCATION:
The project started in August 2016 and finished in November 2016 in Athens, Greece.
FITS BEST INTO CATEGORY:
PRODUCTION / REALIZATION TECHNOLOGY:
Paper: SBS 450 gsm
4color process printing
SPECIFICATIONS / TECHNICAL PROPERTIES:
Length: 21 cm
Width: 11 cm
Height: 5 cm
hercules, labors of hercules, puzzle, puzzle packaging, packaging, hero, stone packaging
We researched everything related to Hercules, video games, apps, packaging etc. We studied all labors to get in the mood of the Hero.
There were two difficult issues we had to overcome. The first one was to find a way to appropriate communicate all the features Hercules had, the age the Labors took place etc. The second was how to combine 3 puzzles of 36 pieces in a single die-cut so that each piece would remain in place during transport from packaging factory to packing facilities without loosing a square tile. On top of that each 4cm square tile should have no knife mark on it so the player could not identify where each tile goes making it very hard to solve. All those issues were addressed successfully.
TEAM MEMBERS (1) :
Creative Director, Art Director, Designer: Andreas Kioroglou
Andreas Kioroglou, 2016.