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Product / Packaging Design

Vows of the Shattered Packaging

A fictional game packaging project for a limited edition box set with a strong typographic and collectible design direction.

Role Packaging & Typography
Tools Illustrator, InDesign
Category Product Design
Timeline 3 Weeks
Vows of the Shattered Special Edition box, closed, with a gold and silver thorn border around the logo
01

Approach

Most Souls-like collector's editions lean on the same formula: a dramatic hero pose front and center on the box. The goal here was to break that pattern entirely and let typography carry the cover instead, so the box had to read as expensive before anyone even opened it. Sketching out the dieline, poster, and cards by hand first, before touching Illustrator, was what kept five different physical pieces feeling like they belonged to the same kingdom.

02

Sketches

Digital dieline sketches for the base and top of the collector's box, showing fold lines and cut lines
Hand drawn sketch of the main box dieline with the Vows of the Shattered lettering and thorn border
Hand drawn sketches for the poster, including the lettering treatment and the knight figure
Hand drawn sketch of the artifact card front and its redeem code back
03

The Set

3D printed knight figurine included in the collector's box, shown from two angles in the print viewer
PS5 game case mockup with the Vows of the Shattered cover art
Four artifact reward cards in different rarity colors, fanned out with a redeem code card
Vows of the Shattered poster mockup clipped to a wall under gallery lighting
04

Die-Line & Artwork

Finished flat box artwork with the gold and silver thorn border around the Vows of the Shattered logo
05

Mockups

Vows of the Shattered Special Edition box, closed, with a gold and silver thorn border around the logo
Game disc mockup with the Vows of the Shattered label design
06

Reflection

This one was genuinely fun to work on since gaming is both a hobby and the career path I actually want to end up in, especially after getting hooked on Souls and Souls-like games. That made the whole project feel less like an assignment and more like something I would want to keep working on.

The poster gave me the most trouble. I kept going back and forth on whether to keep it type based like the rest of the set or make it read like a normal game poster, and I never fully landed on an answer I was confident in. The designs also just took longer than expected across the board, but it was worth it.