Graphic Communication covers everything from concept right through to final product whether that be for Print or for Web. Basically anything to do with Graphic Design, Creative Artworking and even the odd bit of Web Design, you should find it here.


The Bouverie Tap, Folkestone (2017)

This project involved setting up a corporate identity for a new bar in Folkestone, Kent. The theme of the bar is set between the 1920s and 1940s wartime Britain so this was always very prominently on our mind during the creative process. The name of the bar was taken directly from the road it sits on, and the word ‘Bouverie’ is a word which resonates around Folkestone. Initially looking at old beer labels from this era for inspiration it was easy to see that a lot of consideration was invested into these designs at the time. The word ‘Bouverie’ was also looked into and we discovered that it came from the old French word, ‘Cattle Shed’. As this was prominently a bar and not a butchers, we decided to steer away from the meat market concept and focus more on the older designs initially considered. We managed to choose the design with the leafy scroll, hops and grapes on it, and use a traditional but clean looking shadowed font to finish the overall look. From the initial idea right through to the final execution, the logo sits proudly on the front of the business and is used subtly throughout. Other elements including the illustration ‘The Bouverie Tap needs You’ adds to the promotional work of the business and also gives those a further insight into the character and theme of the bar.





During my 5 years at Tapestry I worked on the biggest account within the company, EA Games. This was a massive eye-opener but gave me the opportunity to get a taste of how a larger, corporate company operates. The work involved processing assets supplied from studio, following toolkits for brand consistency and producing print and web ready assets to help promote the sale of each game campaign. The following is a list of games I had worked on the promotional material for during my time at Tapestry:

FIFA 14, 2014 FIFA World Cup, FIFA 15, FIFA 16, FIFA 17, Madden NFL 25, NFL 15, NFL 16, NFL 17, NBA Live 14, NBA Live 15, NBA Live 16, NHL 15, NHL 16, NHL 17, Rory Mcllroy PGA Tour, EA Sports UFC, EA Sports UFC 2, Need For Speed Rivals, Need For Speed (2015), Dead Space 3, Crysis 3, Battlefield 4, Battlefield Hardline, Battlefield 1, Army Of Two: The Devil’s Cartel, Titanfall, Titanfall 2, The Sims 4, Plants Vs Zombies: Garden Warfare, Plants Vs Zombies: Garden Warfare 2, Dragon Age: Inquisition, Star Wars Battlefront, Mass Effect: Andromeda, Unravel.

As a team we initially only covered the European packaging market but as the account grew, so did our access to other avenues, including the American market too. This included point of sale, digital asset creation/management, and also massive creative campaigns. I found that although every game was visually different, they all followed a similar path, until newer areas of promotion were introduced. During this time I became proficient in understanding the fundamental differences in print and digital asset creation, artwork localisation and colour management. With this in mind I had the knowledge to setup point of sale pieces, renders, large scale pieces, packaging, smaller scale pieces, logos and web based assets. Following on from this I also learnt how to manage a team and transfer to them all of the skills I’d picked up over the years. However, the most important thing I’ve learnt from this experience is communication, it helps you learn and it also helps you get the job done.

 Unravel ©2015 EA International (Studio and Publishing) Ltd.