
Squid Game II
PROJECT OVERVIEW
For the launch of Squid Game Season 2, Netflix transformed a Los Angeles track and premiere environment into a large-scale fan experience. I supported environmental and graphic design across the 4.56K run and screening, translating the series' visual language into clear, immersive touchpoints built for participants, spectators, and media.
ROLE
Experiential Designer
SCOPE
Environmental Graphics & Event Design
INDUSTRY
Entertainment
Squid Game II
PROJECT OVERVIEW
For the launch of Squid Game Season 2, Netflix transformed a Los Angeles track and premiere environment into a large-scale fan experience. I supported environmental and graphic design across the 4.56K run and screening, translating the series' visual language into clear, immersive touchpoints built for participants, spectators, and media.
ROLE
Experiential Designer
SCOPE
Environmental Graphics & Event Design
INDUSTRY
Entertainment
Squid Game II
PROJECT OVERVIEW
For the launch of Squid Game Season 2, Netflix transformed a Los Angeles track and premiere environment into a large-scale fan experience. I supported environmental and graphic design across the 4.56K run and screening, translating the series' visual language into clear, immersive touchpoints built for participants, spectators, and media.
ROLE
Experiential Designer
SCOPE
Environmental Graphics & Event Design
INDUSTRY
Entertainment
01 / EXPERIENCE
Turning the game into a live environment.
Working with Netflix's established creative, I helped shape the course, stage, game zones, and participant flow so every moment felt unmistakably Squid Game while remaining clear and functional at event scale.
01 / EXPERIENCE
Turning the game into a live environment.
Working with Netflix's established creative, I helped shape the course, stage, game zones, and participant flow so every moment felt unmistakably Squid Game while remaining clear and functional at event scale.
01 / EXPERIENCE
Turning the game into a live environment.
Working with Netflix's established creative, I helped shape the course, stage, game zones, and participant flow so every moment felt unmistakably Squid Game while remaining clear and functional at event scale.

02 / SYSTEM
A visual system built for movement.
Race gates, maps, signage, credentials, and wayfinding worked as one system. Icons, hierarchy, and color helped guests understand where to go and what to do without losing the tension and theatricality of the series.
02 / SYSTEM
A visual system built for movement.
Race gates, maps, signage, credentials, and wayfinding worked as one system. Icons, hierarchy, and color helped guests understand where to go and what to do without losing the tension and theatricality of the series.
02 / SYSTEM
A visual system built for movement.
Race gates, maps, signage, credentials, and wayfinding worked as one system. Icons, hierarchy, and color helped guests understand where to go and what to do without losing the tension and theatricality of the series.




03 / PREMIERE
Designed to hold up on-site and on camera.
Large-format screens, dimensional scenery, theater graphics, and supporting collateral carried the identity across the premiere. Each piece was considered both as a live object and as a backdrop for photography, broadcast, and social coverage.
03 / PREMIERE
Designed to hold up on-site and on camera.
Large-format screens, dimensional scenery, theater graphics, and supporting collateral carried the identity across the premiere. Each piece was considered both as a live object and as a backdrop for photography, broadcast, and social coverage.
03 / PREMIERE
Designed to hold up on-site and on camera.
Large-format screens, dimensional scenery, theater graphics, and supporting collateral carried the identity across the premiere. Each piece was considered both as a live object and as a backdrop for photography, broadcast, and social coverage.









