ROOT ACCESS

ROOT ACCESS

ROOT ACCESS

YEAR: 2025

YEAR: 2025

YEAR: 2025

TYPE: EXHIBIT DESIGN

TYPE: EXHIBIT DESIGN

TYPE: EXHIBIT DESIGN

WORK: SOLO

WORK: SOLO

WORK: SOLO

[INTRODUCTION]

[INTRODUCTION]

In this project, we were tasked with creating a collaborative pop-up between two brands of our choice to bring awareness to both brands. I chose to do a collaboration between the IP of Cyberpunk 2077 and Patagonia. While these brands on the surface are extremely different from each other, they both share concerns about what our future may hold, and how quickly we’re headed towards it. The main purpose of this collaboration is to raise awareness to the fact that as we continue to advance technologically, we run the risk of permanently damaging nature.

In this project, we were tasked with creating a collaborative pop-up between two brands of our choice to bring awareness to both brands. I chose to do a collaboration between the IP of Cyberpunk 2077 and Patagonia. While these brands on the surface are extremely different from each other, they both share concerns about what our future may hold, and how quickly we’re headed towards it. The main purpose of this collaboration is to raise awareness to the fact that as we continue to advance technologically, we run the risk of permanently damaging nature.

In this project, we were tasked with creating a collaborative pop-up between two brands of our choice to bring awareness to both brands. I chose to do a collaboration between the IP of Cyberpunk 2077 and Patagonia. While these brands on the surface are extremely different from each other, they both share concerns about what our future may hold, and how quickly we’re headed towards it. The main purpose of this collaboration is to raise awareness to the fact that as we continue to advance technologically, we run the risk of permanently damaging nature.

[THE CONCEPT]

[THE CONCEPT]

The actual content of the pop-up is centered around a DLC that introduces a new eco-faction called ROOT ACCESS within Night City that reshapes the way players engage with the game’s environment. Instead of focusing solely on notoriety or mercenary contracts, this arc expands the game with missions centered on disrupting ecological exploitation. As players progress through these missions, they unlock clothing items inspired by some of Patagonia's signature looks, with a high tech flair.

The actual content of the pop-up is centered around a DLC that introduces a new eco-faction called ROOT ACCESS within Night City that reshapes the way players engage with the game’s environment. Instead of focusing solely on notoriety or mercenary contracts, this arc expands the game with missions centered on disrupting ecological exploitation. As players progress through these missions, they unlock clothing items inspired by some of Patagonia's signature looks, with a high tech flair.

The actual content of the pop-up is centered around a DLC that introduces a new eco-faction called ROOT ACCESS within Night City that reshapes the way players engage with the game’s environment. Instead of focusing solely on notoriety or mercenary contracts, this arc expands the game with missions centered on disrupting ecological exploitation. As players progress through these missions, they unlock clothing items inspired by some of Patagonia's signature looks, with a high tech flair.

[THE SPACE]

[THE SPACE]

For the space itself, I wanted the visitors to explore an alleyway overtaken by the new faction. There are signs throughout to give context to the story, and a large map on the side wall showing how the group will takeover the city in the game. To the left, the atmosphere changes as the alley opens into a patch of grass and greenery. I imagine it placed in the middle of the city, where, due to the lack of greenery, people will be much more inclined to take a minute out of their day to interact with it.

For the space itself, I wanted the visitors to explore an alleyway overtaken by the new faction. There are signs throughout to give context to the story, and a large map on the side wall showing how the group will takeover the city in the game. To the left, the atmosphere changes as the alley opens into a patch of grass and greenery. I imagine it placed in the middle of the city, where, due to the lack of greenery, people will be much more inclined to take a minute out of their day to interact with it.

For the space itself, I wanted the visitors to explore an alleyway overtaken by the new faction. There are signs throughout to give context to the story, and a large map on the side wall showing how the group will takeover the city in the game. To the left, the atmosphere changes as the alley opens into a patch of grass and greenery. I imagine it placed in the middle of the city, where, due to the lack of greenery, people will be much more inclined to take a minute out of their day to interact with it.