Dead Rising 2 – packaging design
So, here’s an interesting challenge. You have a game which, as part of its key strengths, features a cast of thousands of fully animated and destructible Zombies. That’s something you might want to tell people about. It’s a pretty impressive message to relate.
It’s not enough. Of course it isn’t. Every publisher wants to create a character, an aspirational figure in whom the consumer will place all their love, affection and spare cash. Dead Rising 2 is no exception and the developers have Chuck, a biker who seems to have cracked the knack of taping objects together in order to form weapons of mad destruction. So he has to go on the pack somewhere.
It’s shaping up to be a crowded mess of a pack really. All too often, games packaging tries to tell the complete story. Look, it says, in one glance you will see that I have cars, gangs, spaceships, soldiers, cats and humour. I have streets you can walk down and buildings you can enter. Yes, all too often, the front of box seems to be unaware that there is, in fact, a back of box to inform.
So the challenge, whenever Head First designs packaging, is to balance everything and make sure the impact isn’t swamped by detail.
The sweet spot of this pack is bang on the centre, on the hero. The title isn’t lost but nor does it dominate and the thousands of zombies… well, they are carefully shepherded by the stadium lights so that they remain as detail and texture.
Above all, the pack retains clarity. The real test, of course, will be in six months when it is lying on a shelf next to twenty other packs. Will it still stand out without a marketing spend to clear away the competition?

