GRAPHIC DESIGN
YEAR
Client
FIELD
TOOLS
SNACKCLUB
SNACKCLUB is a gaming platform and community that invests in and collaborates on innovative projects in the digital gaming space. Founded by the creators of LOUD, it focuses on developing experiences that combine technology, entertainment, and new ways for players and creators to engage, particularly in games with digital economies and community-driven participation.
Briefing & Objectives
While working with the SNACKCLUB team, I created pitch presentations and graphic materials to help the company build strategic partnerships aimed at promoting games across Latin America.
The work involved translating each game’s visual identity into clear, consistent, and impactful assets, while also aligning with the company’s overall branding. This ensured that key information and data were communicated effectively and easily understood by publishers and stakeholders.
Process
The creation process for each deck began with analyzing the content to be laid out and defining the objectives. The Partnerships team would reach out with new requests and send me a brief overview of the presentation that needed to be developed.
Once I had the content, I explored the visual universe of each game and evaluated elements that could be used in the presentations, always paying attention to the aesthetic and style of each game.
Since most of the presentations were pitches with commercial proposals, there was a focus on combining a layout with clear, legible data and an appealing aesthetic. This was to ensure that clients could have a clear vision of how SNACKCLUB could promote their products in an authentic and efficient way.
In addition to staying true to the aesthetic of each game, the decks also had to represent SNACKCLUB. One of the challenges was finding the balance between styles, showing how the companies could work together to create successful campaigns.
Screens
To create the screens, I primarily used Figma, as its collaborative potential is greater and it allows for easier feedback and exchanges both within and outside the team. Additionally, it's a more versatile tool for developing graphic assets for digital media, with space for brainstorming and ease in adapting formats.
While I was designing, other team members would often leave comments or some data would end up being altered. For this reason, Figma’s flexibility, automatic cloud saving, and its practicality for creating tables and layouts to visualize data made it the ideal tool for developing the projects.
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Impact
The project resulted in pitch decks that clearly and engagingly translate the aesthetics of the games and SNACKCLUB’s identity, with room for art direction and visual developments. In a gaming market worth over $9 billion in Latin America, and with SNACKCLUB raising $9 million to boost Web3 projects, the materials helped communicate proposals with impact and professionalism, strengthening the brand's presence with publishers and partners in the region.








