StrikerVR.
Making virtual feel physical. A product, a brand, and a new way to play.

A new reality
for play.
StrikerVR brings a physical dimension to virtual play. At the center is Mavrik: a haptic blaster designed for immersive entertainment, with a brand built around movement, energy, and competition.
The work connects the physical product to everything around it: a visual identity, a digital presence, launch films, packaging, and apparel. Each part carries the same idea. Virtual worlds should feel real.
A product deserves
a world around it.
Positioning the blaster as VR sports equipment shaped the brand. A sharp, geometric identity paired the precision of technology with the energy of active play. The system extended from the product itself to the website, launch materials, and the objects people take home.
Before the first game,
make people feel it.
Product reveals, character animation, and a playful visual language introduced Mavrik before launch. The campaign made an unfamiliar piece of technology feel inviting, expressive, and ready to be picked up.
Something people
can belong to.
The brand extends into a wider collection of touchpoints, from sales materials to apparel. These pieces gave the team, players, and partners a shared visual language around the product.
Created with the StrikerVR team. Martin Holly: co-founder and creative director, StrikerVR. Antonio Mercuri / Merx: brand strategy, art direction, visual identity, digital and print design, packaging, apparel, and campaign work represented here. AV Tones: Mavrik-in-space and blue-character animations. Stato: 3D renders and product animation. Zach Smith: Mavrik flatlay photography.
Universal Studios
