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We worked with Riot Games Brazil to promote a World Cup Skins bundle for League of Legends (currently the most played game in the world). We helped Riot with the art for the special Skins microsite, did the social media art, a poster, and an exclusive icon used directly in-game.


Our arts were used globally and had an audience of tens of millions of people.


Check it out below, click to view larger!


This one was a Teaser art, to make all players very curious about the new skins and generate a lot of speculation of which heroes they would be.






This was the summoner icon, used within the game. One of the rare global ingame arts made outside of American Riot.





Poster:





Art used to promote the skins on social media:





Site:





Example of poster art being used within the game client:





We were very honored to be involved in this great job!


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  • Ludium


Last month, Guto Santos, our CEO, was interviewed by Correio Braziliense to talk about Gamification and how it is increasingly present in our daily lives.


Click on the thumbail and open in a new tab to read the full story:



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  • Ludium


IDC Research, one of the world's largest market research companies, released a very interesting document earlier this year that lists Gamification as one of the “Top 10 World Utility Predictions for 2014”. According to IDC, “Gamification is expected to develop into a multi-billion dollar market. In 2014, IDC Energy Insights expects IT utility companies to spend approximately $13.5 million on Gamification tools, applications and services, jumping to $65 million in 2016.”


They also add about this document: “This report explores the potential of gamified applications in the energy sector by analyzing the pioneering and innovative nature of gamification projects in the world. It focuses on how gamification can be leveraged to engage consumers to drive efficient energy consumption initiatives, build consumer loyalty and acquire new consumers in competitive energy markets.” The document can be purchased here:


http://www.idc.com/getdoc.jsp?containerId=EIRS04V


All this shows that, no matter the sector, Gamification proves to be one of the most powerful tools today to achieve high levels of loyalty, engagement and behavioral change of employees, consumers and customers.

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