CHRISTINE FOLTZ
Graphic Design — Brooklyn, NY

Information



Branding, Identity
Print, Packaging
3D, Motion
Multi-media


Christine is available for new projects.     




Case Study 01


WE’RE NOT REALLY STRANGERS — The XXX Edition

Packaging, Social Content, Event Design, User Testing, Campaign Direction

Year: 2022
Creative Directors: Koreen Odiney, Christine Foltz, Keaton Webb


How I developed a successful party card game:

We're Not Really Strangers is a card game that makes conversations better. The XXX edition makes parties honestly fun. I concepted the XXX edition during one of my many late night brainstorm sessions with the founder of WNRS. I was able to bring the product from conception to product launch. Here’s that journey:






01

Objective

The core game is great, but not well-suited for parties. How do we fill this gap in user motive? How do we make something new that feels NEW, not just a version two?

The idea: 
We all love classic party games like “Would You Rather..?” and “Fuck Marry Kill”, so what does a party game with this essence look like with the WNRS lens of honest conversations? After all, Truth or Dare is the OG party game. 

The Core Game for reference

02

Research + Inspiration


This phase included scouring the depths of are.na, verbal and visual brain dump mapping, and physical prototyping. I took inspiration from old-school playboy magazines, adult website pop-up graphics, and personal inspiration form countless games playing Truth or Dare. 







03

Design Process


Using 3D modeling software, we were able to play with the dimensional vision of the product. Questions I asked myself were: “To what extent does it rival the core game?” and “How different should this product be?”. We wanted it to be recognizably WNRS, but we also wanted it to represent an entirely new expansion of the WNRS universe. 

The first 3D exploration (pictured below) shows initial mockups that modeled the product most similarly to the core game. My decision to design the box as a longer rectangle was made because I wanted every aspect of this box to silently scream “This is a sexy party game!!!!”, and the long rectangle box just simply looked sexier than an expected plain square box. I explored subtle design variations such as printing the cards with red foil, having the consent form match the shape of the box, size and placement of different pieces of copy. 

Additionally, I participated in the copy writing for this ggame. This process involved many late nights with the team just spitting out any and all ideas. What proves most successful in this phase is making every idea tangible, so that I have more of an accurate gut-check assessment leading me to the final answer. 


04

User Testing

This product, at the time of launch, was more leftfield and different subject matter than anything the brand had really done so far. Sure we released 25-question digital games such as ‘Sneaky Link’ but this was a significant moment and potential turning point for the brand. Understanding the brand’s current position in the culture and with its audience, we wanted to make sure this product would not only resonate with our loyal audience but actually be really fun, and a bit spicy, to play. 

I helped direct the event design for our first product testing party. We turned the office lights all red, catered the event with sushi, developed ice breakers for the event intro to loosen up the anticipation, designed a wayfinding process within the space, and made sure all attendees understood the nature of the event. 

Our product testing event proved so successful we decided to move the product launch campaign up a few weeks to capitalize on the buzz we had just created.  







05

Final Outcome

300 questions and wildcards, 2 transparent ‘Go Deeper’ cards, 1 consent form notepad