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Case study · In-world branding & props

Persona

The Persona wordmark with the four lead characters, surrounded by Timefall Valley stickers and posters
2023Brand & visual designer

Unagi didn’t want a profile picture. They wanted a place. I designed the town around it: the soda in the fridge, the sign at the station, the poster peeling off a phone booth. Twenty small brands that look like they’ve always been there.

20+Brands designed for one fictional town
60+Props, decals and signs
8,888Avatars, sold out at launch (Feb 2024)

The brief

Unagi, a games studio founded by ex-Ubisoft executives, was launching Persona: a retro-anime IP and an 8,888-piece avatar collection.

It had to be more than a profile picture. It had to be a place: a 90s-flavoured anime town called Timefall Valley that fans could step into, read about, and come back to.

A logo and a palette only cover half of that. A believable world is full of brands nobody thinks about. My job was to design that layer, and make it look as if it had always been there.

Client
Unagi
Role
Brand & visual designer
Year
2023 · launched Feb 2024
Tools
Illustrator, Photoshop
Result
8,888 avatars sold out at launch

What I did

  • In-world branding
  • Props & decals
  • Wayfinding
  • Character concepts
  • Avatar traits
  • Motion

A town that doesn’t exist

To make Timefall Valley feel lived in, I designed the businesses, transit, media and street culture a real town collects over decades. Each one got its own logo, palette and personality. All of them share Persona’s flat-shape, sun-faded print style. Browse the town.

Timefall Valley brands: Shops, cafés and labels: The Third Cup, Pizza Shack, Evermart, Flow soda, Future Records, Nova and more. Timefall Valley music & media: Umami guitars, Spike’s photo, band posters: the culture a town builds up over decades. Timefall Valley posters: Cinema and street posters. Only the headline is readable, so they never fight the scene. Timefall Valley sport: The UC basketball and football leagues, which double as in-world ads for Unagi’s own game, Ultimate Champions. Timefall Valley wayfinding: A full wayfinding system: Omnirail transit, district boards, road arrows and motorway shields. Timefall Valley signs & plates: Welcome signs and licence plates for the valley, each in several versions and colourways.

Brands: Shops, cafés and labels: The Third Cup, Pizza Shack, Evermart, Flow soda, Future Records, Nova and more.

The rules of Timefall Valley

Twenty brands by one designer can easily look like twenty brands by one designer. These rules kept them feeling like one town.

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1Flat shapes, textured fills

Layered flat colour like screen print. No outlines, no gradients. But no fill is a single flat colour: each one carries soft patches of hue and brightness variation.

2Only the headline is readable

Body copy becomes blocked bars, so props read from a distance, never compete with the scene, and stay language-neutral.

3Half-familiar on purpose

The brands are inspired by real ones people know. Viewers half-recognise them, so the town feels familiar straight away, and that brings belonging and nostalgia.

4Iterate until it belongs

Key props went through several rounds of colour, layout and detail. Only the versions that sat most naturally in the world made it into the scenes.

5Hide the Persona DNA

Easter eggs tie the town back to the brand: the P signet on screens, Spike’s name on a poster, and the UC leagues promoting Unagi’s own game.

Where the props live

This is where the props earned their keep. My colleague Makasi painted the scene illustrations. I dressed them with the town’s props and decals, and animated them.

Persona’s hero illustration on the Unagi website: characters at a bus stop, a payphone and breaking out of their frames
The hero of the Unagi website, and the first thing a visitor saw of Timefall Valley. Illustration by Makasi; the decals and posters in it are mine.

Scene 1 · The payphone

The Dinoland poster, the payphone price card, the Evermart sticker. Each one sits exactly where a real town would put it.

I animated the scene too. It first ran as a promotional animation on X, and now opens Persona’s section of the Unagi website.

The payphone props: John Wilder and Dinoland posters and the local and distance call price card
Props I drew for this scene.
Makasi’s original payphone illustration, before the props Illustration · MakasiProps & motion · me
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Makasi’s original computer desk illustration, before the props Illustration · MakasiProps & motion · me
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Scene 2 · Spike’s desk

The screen shows a stylised take on the original Persona website concept. The blinking keyboard light and the letters on the sticky note hide a code.

I drew the screen, the sticky note, the polaroid, the sticker and the tape, and animated the whole scene myself. It also ran as a promotional animation on X.

The Timefall Valley entrance illustration and its sign variants
Scene 3 · The entrance. Illustration and sign variants by Makasi.
Road signs, welcome signs and licence plates for Timefall Valley in several colourways
The props I designed for it: road signs, welcome signs and licence plates, each in several versions and colourways.

Characters & traits

Persona’s characters had to read as 90s anime without becoming pastiche. I explored silhouettes, outfits and line weight for the lead female character, from loose sketch to clean ink, using wardrobe to carry personality: workwear, denim, layered streetwear.

The same world-building fed the avatars. Arcade badges, pixel-art pins and handheld consoles became traits that 8,888 characters could wear.

Avatar traits: arcade badges, pixel-art pins, stickers and handheld consoles
Traits I designed.
Four outfit explorations for the lead female character, each shown in colour and as clean line art
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Lead character concepts, from sketch to clean ink.
Two Persona avatars wearing the arcade traits
The traits in use on finished avatars.

Living inside the brand

Credit: Persona’s core identity was built by Unagi’s brand team. I contributed to its guidelines.

Before a town can feel real, it needs rules. Everything I designed, from the characters to the props, had to live inside this system: a cut-in, sharp-shouldered wordmark, a chunky P signet built to survive at avatar-badge size, seven sun-faded primaries on warm cream, and one line to carry it all.

The Persona wordmark on yellow
Persona primary colour palette: blue, green, yellow, pink, red, black and cream
Tagline: Together, we shape the journey

Launch teaser

Before launch, a winking “Coming Soon” sticker teased the drop across socials. Cheeky, collectable, and unmistakably Persona.

Coming Soon sticker with a winking character sketch and four smiley variants

Results

Project results, published by Unagi.

8,888Avatars, sold out at launch (Feb 2024)
$5MPrimary sale (1,842 ETH)
400KFans across the Persona world
1MViews on Persona short films

Persona taught me that a brand is only as believable as the world around it. Designing twenty small brands is the closest thing I’ve found to building a real place. Every sign, sticker and licence plate had to feel like it belonged to someone.

I didn’t build that world alone. I worked next to illustrators like Makasi, adding the props, decals and motion that sat inside their scenes. That’s where I learned to design for someone else’s work, not over it.

It’s the mindset I bring to every brand now. Start with the world. Then make the brand that lives in it.

— Omar
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