The Hunger Games: The Exhibition

ENVIRONMENTAL UI & GLOBAL DESIGN SYSTEMS

To support a global touring exhibition for one of the world’s highest-grossing film franchises, I designed the overarching visual language for the exhibition, balancing complex digital interactives with large-scale environmental graphics to maintain brand integrity throughout the space. My focus was on translating a complex, multi-film narrative into a cohesive design language deployed across 150+ assets in major international markets, including New York, San Francisco, and Sydney.

Role
  • Senior Digital Designer / Lead Visual Systems
Client
  • Lionsgate Motion Picture Group
Scope
  • Brand Identity, Environmental Wayfinding, Interactive UI, Design System
Agency
  • Thinkwell Group

The Challenge:
Designing for Portability & Scale

The primary challenge was architectural and systemic: creating a rigorous design system that felt “on-brand” for a dystopian sci-fi world while remaining flexible enough to be adapted for varying gallery footprints globally. The system had to guide diverse audiences through seven unique thematic zones while maintaining technical precision for high-traffic physical production.

When the project began, the brand’s visual direction was still evolving alongside the film series, requiring a strategic decision on which iconography would best represent the global tour.

The Pivot
While the initial brief suggested using a new, unproven asset from the upcoming film, I advocated for a return to the original Mockingjay iconography.

The Reasoning
By analyzing the brand’s equity, I determined that the legacy icon provided the necessary recognition and “visual anchor” for a global audience.

The Deliverable
I developed a full Brand Style Guide, defining color theory, typography, and application rules for everything from digital displays to staff uniforms, ensuring consistency across vendors.

The Design System: Zoning & Wayfinding

I architected a modular icon and badge system inspired by the “District” motifs within the film’s lore.

Visual Logic
Each of the seven galleries was assigned a color-coordinated sub-system.

Implementation
This logic was applied across contextual panels, rail graphics, and costume labels, allowing guests to intuitively navigate the complex scientific and historical data presented in the exhibit.

Zone Badges
The Capitol Signage Schematic
District 12: Hall of Justice – Effie Trinket Costume

Interactive Production: Cinna’s Sketchbook

I served as the lead production designer for “Cinna’s Sketchbook,” a projection-mapped interactive interface.

The Goal
Translate complex, behind-the-scenes costume data into a tactile discovery experience.

The Execution
I focused on the production-ready UI, ensuring that touch-sensitive triggers for technical details and film moments were precisely aligned with the physical projection requirements. This required close collaboration with developers and creative leads to ensure the digital interface functioned as a seamless extension of the physical set.

Cinna’s Sketchbook Interactive

Outcome & Impact

The exhibition launched to critical acclaim and successfully scaled across international markets. By managing the production of over 150 unique graphic assets and coordinating with a multidisciplinary team of master planners, creative directors, and project managers, I delivered a production-ready system that maintained its integrity throughout its multi-year global tour.

District 12: Katniss Everdeen and Peeta Mellark Costumes
Iconic Costumes
Presidential Palace Party Costumes & Set
District 4: Fishing – Rope Tying Interactive