Riot Arcade ICN provides a space for visitors to take a break before boarding their flights while showcasing the world of Riot Games to everyone who visits the space. The red anchors that embody Riot Games’ brand identity support the space and naturally form the inside and outside of the volume, inviting players to another dimension of space.
The customer targets who visit Riot Arcade ICN are broadly classified into three categories: “NON-PLAYER,” “enjoying PLAYER,” and “creating PLAYER,” ensuring that all targets can meet their expectations in the space. Even “NON-PLAYER” who has never played the game can comfortably feel the brand identity of Riot Games outside of ANCHOR in the lounge area. For “enjoying PLAYER,” there is a space inside ANCHOR where they can freely enjoy the world of the game, and for “creating PLAYER” who actively explore and pursue the details of the game’s world, Riot Arcade ICN is designed to provide a deep space experience that meets their various needs.
The volume outside the red anchors is a space that communicates Riot Games’ brand identity to everyone who visits. The facade, which is the front of the space, represents Riot’s FIST BUMP and signifies a different dimension of space with cracks created by the influence of FIST BUMP. Furniture such as sofas where visitors can rest while watching lounge information and media outside the volume space are designed to emphasize the brand identity by focusing on fragments created by the shape of the FIST and the influence of FIST BUMP.
The inside of the volume of the red anchors is connected to each game world, comprising three volumes, mainly League of Legends and Valorant, representative works of Riot Games. The game worlds are designed to look like a volume full of space between the anchors, and patterns representing each game world are applied to the surfaces surrounding the volume, giving a feeling that the red anchors of Riot are supporting the game world.
The LOL Game Zone and Piltover Bar are set against the backdrop of “Piltover,” one of the city-states of Runeterra. Patterns and furniture were designed by actively utilizing Art Deco-style patterns, gears, and metal frames that repeatedly appear in the Piltover world. In the case of the Valorant Game Zone, the objective item that actually appears in the game, the “Radiant Box,” and the chair were implemented as they are. The patterns that repeatedly appear in the game map are expressed on the walls and ceiling inside the volume to represent the world of Valorant.