The Gamepad

Read time:

5 min

Client:

Virgin Media

Industry:

Gaming

Start:

September 2, 2024

Start:

September 2, 2024

End:

December 20, 2024

End:

December 20, 2024

Duration:

16 Weeks

Duration:

16 Weeks

We were asked to create a high-energy welcome video for The Gamepad lobby — something to entertain gamers in the queue while teasing what the venue has to offer. Our concept spotlighted the vibrant, fast-paced world inside The O2, and the client loved it so much they ran it across every screen in the space. Deliverables included DOOH assets in a range of formats (9:16, 15:8, 16:9, 20:33, 37:9), each tailored to capture the venue’s energy. I field-produced the shoot, designed the graphics, and delivered all assets optimised for every screen.

We were asked to create a high-energy welcome video for The Gamepad lobby — something to entertain gamers in the queue while teasing what the venue has to offer. Our concept spotlighted the vibrant, fast-paced world inside The O2, and the client loved it so much they ran it across every screen in the space. Deliverables included DOOH assets in a range of formats (9:16, 15:8, 16:9, 20:33, 37:9), each tailored to capture the venue’s energy. I field-produced the shoot, designed the graphics, and delivered all assets optimised for every screen.

Starting point

To establish a visual language that felt native to gaming culture, I developed a bespoke "Pixel Box" animation. This 8-frame sequence offers a raw look into the execution: a modular, grid-based system where shapes fractally expand and contract to form the Gamepad identity. By building the look and feel from these foundational "pixel" blocks, I ensured the motion felt tactile, digital, and high-energy right from the first frame.

Problem solving

The Challenge: The O2’s digital ecosystem is a jigsaw of non-standard resolutions. The content had to translate seamlessly from ultra-thin tickers (37:9) to extreme vertical displays (20:33) and traditional broadcast formats (16:9), all while maintaining the high-fidelity "pixel" aesthetic.

The Solution: I engineered a "Dynamic Composite" in After Effects. Instead of just cropping a master video, I treated the GFX as a responsive system. By using a grid-based layout, I could "re-stack" the pixel boxes and hero footage to fit any container. This meant whether a gamer was looking at a massive vertical pillar or a wrap-around ribbon, the composition felt intentional and custom-built for that specific screen.

Implimentation

I moved from field-producing the shoot—capturing the raw energy of the venue—to designing and animating the final GFX suite. This mock-up of The O2 showcases the project in situ: a synchronized takeover where every screen, regardless of its shape or size, worked in harmony. The result was a cohesive brand environment that turned a lobby queue into an immersive, pre-game experience, bridging the gap between the physical space and the digital world.

Results

100% Asset Adoption: Originally pitched as a lobby welcome video, the creative was so well-received that the client expanded the scope to a full-venue takeover across all O2 digital assets.

Format Mastery: Successfully delivered a suite of five bespoke aspect ratios (9:16, 15:8, 16:9, 20:33, 37:9), ensuring zero pixel distortion and perfect brand alignment on every piece of hardware.

End-to-End Execution: Managed the entire pipeline from field production and cinematography to GFX design and final technical delivery, ensuring the high-energy vision remained intact from lens to screen.


© 2026 Tom Larcombe

© 2026 Tom Larcombe

© 2026 Tom Larcombe