Great brands simply get it, striving for a healthy balance between substance and surface.

Great design does not only make sense, it makes a difference. Design, when seen as a service, is more than likely trivial, and visably unconsidered. Those who place design as a primary consideration, making it a necessity and not a service, are in the business of culture production, as opposed to culture consumption. Gilgamesh works with good people who appreciate this perspective, and therefore have the power to influence culture.

This Cuneiform tablet (was an ancient invoice of sorts, likely inscribed during the reign of mythical Sumerian king, Gilgamesh. It is one of the earliest examples of written language and visual communication – an ancestor to the field we know today as Graphic Design.

The method behind
our madness.

 

The perspective that we share with the great people that work with us.

1

COMPREHENSION

Every great project needs a foundation. From the introductory brief, to reseearch and planning processes, and building relationships – a holistic understanding of any given project needs to be achieved.

2

CONTEXT

Wholeness in understanding should lead to findings, based upon solid observation skills. Findings should evolve into insights, and clear context should be the result; creating a clear path from insights to the final concept.

3

COMMUNICATION

A creative strategy needs to kick-in once context has been realised, piecing together a design system, tactical approach, tone-of-voice and visual language –  all leading to a grounded positioning and clear message.

4

CONCEPT

The bridge between strategy and creativity, a concept is the backbone of any given project. When comprehension, context, and communication are coherent, flowing into a resolved positioning and message, the culmination should be a solid concept.

5

CONTENT

Once a concrete concept has been formulated it becomes possible to craft relevant and meaningful content. From the chosen channels to the touch points within them, aesthetically pleasing and ethically appealing content falls-in-line with the relatable story that a concept will seed.

6

CRAFT

A well resolved execution always manifests itself when craft is based on a strong concept (substance, or story). A project based squarely on craft alone (surface, or style) always lacks substance. Gilgamesh strives to strike a balance between substance and surface, always choosing quality over quantity.

We always choose quality over quantity

Design makes things better than they need to be. Here’s a few reasons why.

1

The cardinal rule

Design is not a service, it’s a necessity. Design is everywhere, it infiltrates every aspect of our lives. A lack of consideration for design destroys culture.
2

Design makes good business sense

Design is a leadership tool - exhibiting insight, hindsight and foresight - searching for problems and exploring brand challenges.
3

Benefits for brands and audiences

Design breeds culture, which makes brands more meaningful, and by proxy relevant. Aesthetically pleasing and ethically relatable design uplifts communities.
4

Critical thinking defeats age-old formulas and models.

Design exhibits intent with the potential to embrace both chaos or order, which implies foresight, adaptation and consideration.
5

Speaking on multiple plateaus

Design as a form of visual communication embraces diversity, fueled by difference it helps brands to find a solid positioning and clear message.
6

Obey less, defy more. Stop following the herd.

Design Thinking alone is not enough. There is the thinking, but equally as important is the Making. Concept and craft need to be symbiotic.
7

Creative strategy vs. strategic creativity

Design is not strategy. Great brands should advocate thoughtfulness in design, just as good strategy always keeps design in mind. As opposed to design thinking, which is a trend.
8

Design generates value

Design builds integrity into brands, assisted by a symbiotic relationship between strategic creativity and creative strategy.
9

Get into the business of culture production

Design produces culture. Culture doesn't have to be popular. Culture trumps strategy.