SELECTED WORK — 02

Materia Ultima

Onde as histórias ganham forma.

BRAND · DIGITAL

PORTO, PORTUGAL

2026

OVERVIEW

A cult store for RPG, art and music needed a brand as strange and precise as its shelves — we gave the shop a mythology, and the mythology a flagship.

A cult store for RPG, art and music needed a brand as strange and precise as its shelves — we gave the shop a mythology, and the mythology a flagship.

THE BRIEF

Materia Ultima is a shop, studio and gathering place on Rua das Flores — tabletop RPGs, hand-painted miniatures, dungeon-synth vinyl and medieval printmaking under one roof. Rich in ritual, invisible online: no identity system, no digital presence, and a story that only worked if you happened to walk through the door.

THE RESPONSE

We positioned the store as a cult of craft — eight territories, one doctrine — and built the identity around numbered chapters, engraved typography and museum-grade object photography. The digital flagship turned every product into a relic: bilingual, cinematic, and wired to the weekly table sessions that make the place a community, not a checkout.

PROJECT DATA

YEAR

2026

CLIENT

Materia Ultima

LOCATION

Porto, Portugal

SECTOR

Retail · Culture

SCOPE

Identity · Digital flagship · Content

AGENCY

Thinkers®

CREATIVE DIRECTION

António Conceição

STRATEGY & ANALYTICS

Patrícia Alves

01 — DESIGN ANALYSIS

Four decisions that carry the brand.

COLOUR

A single flame in a black room. Void black almost everywhere, one tungsten ember as the only warm light, ivory bone for text. That is the entire strategy — and it is enough. It reads as a gallery after hours, not a toy shop at noon. Colour here is rationing: the less ember you spend, the more each use is worth.

TYPE

Fraunces at a high optical size does the serious, editorial talking — it has enough quirk to feel crafted, enough spine to feel expensive. Then the wildcard: Pirata One for numerals and section marks. It is the guild-hall, hand-inked voice that stops a luxe dark theme from feeling like a corporate bank.

LAYOUT & MOTION

Slow, heavy motion — imagery scales up over more than a second, on a deliberately luxurious easing curve. Nothing snaps; everything is poured. The information architecture is unusually rich for a shop: collections, a made-to-measure workshop, an events agenda, a members’ guild. It is built as a place, not a checkout.

THE VERDICT

This is the hardest trick in the deck — making commerce feel collected rather than sold. The dark-luxe-plus-rune combination is genuinely distinctive and hard to copy. Watch-out: dark + ember + slow motion can tip into gloom on a badly-lit phone. The bone type and generous space are the pressure valve keeping it breathable.

01·B — IDENTITY IN THE WILD

Logo studies & applications.

Placeholder tiles — drag to browse, replace each fill with real artwork in Framer.

  • I

    LOGO STUDY

    REPLACE WITH ARTWORK

    Logo study

    PRIMARY MARK & VARIATIONS

  • II

    TOTE BAG

    REPLACE WITH ARTWORK

    Tote bag

    CANVAS · SCREEN PRINT

  • III

    NEON SIGN

    REPLACE WITH ARTWORK

    Neon sign

    STOREFRONT · RUA DAS FLORES

  • IV

    WRAPPING PAPER

    REPLACE WITH ARTWORK

    Wrapping paper

    PATTERN · ENGRAVING REPEAT

  • V

    MERCHANDISE

    REPLACE WITH ARTWORK

    Merchandise

    TEES · MUGS · PATCHES

  • VI

    STICKERS

    REPLACE WITH ARTWORK

    Stickers

    DIE-CUT SET

  • VII

    ONLINE

    REPLACE WITH ARTWORK

    Online

    FLAGSHIP · PRODUCT PAGES

  • VIII

    SOCIALS

    REPLACE WITH ARTWORK

    Socials

    GRID SYSTEM · STORIES

  • I

    LOGO STUDY

    REPLACE WITH ARTWORK

    Logo study

    PRIMARY MARK & VARIATIONS

  • II

    TOTE BAG

    REPLACE WITH ARTWORK

    Tote bag

    CANVAS · SCREEN PRINT

  • III

    NEON SIGN

    REPLACE WITH ARTWORK

    Neon sign

    STOREFRONT · RUA DAS FLORES

  • IV

    WRAPPING PAPER

    REPLACE WITH ARTWORK

    Wrapping paper

    PATTERN · ENGRAVING REPEAT

  • V

    MERCHANDISE

    REPLACE WITH ARTWORK

    Merchandise

    TEES · MUGS · PATCHES

  • VI

    STICKERS

    REPLACE WITH ARTWORK

    Stickers

    DIE-CUT SET

  • VII

    ONLINE

    REPLACE WITH ARTWORK

    Online

    FLAGSHIP · PRODUCT PAGES

  • VIII

    SOCIALS

    REPLACE WITH ARTWORK

    Socials

    GRID SYSTEM · STORIES

02 — THE WORK

Every object, treated like a relic.

«Trilhas & Atmosferas» LP

SOUND CRYPT

Custom miniature

STUDIO

Stone dice set

CHAMBER

03 — DESIGN SYSTEM

One ember, bone type, rune numerals.

PALETTE

Void

#0A0908

Primary ground

Coal

#12100E

Elevated surface

Ash

#1B1815

Media base

Smoke

#26221E

Lines & edges

Bone

#E9E3D5

Primary type

Bone dim

#A39B8D

Secondary

Bone faint

#6D675D

Meta / labels

Ember

#D9974F

Accent — tungsten ember

Ember deep

#A86A2E

Accent shadow

Brass

#B08D45

Metal detail

TYPOGRAPHY

DISPLAY — FRAUNCES

Materia Ultima

Materia Ultima

RUNE — PIRATA ONE

I · II · III — as histórias ganham forma

BODY / UI — SPACE GROTESK

Livros, miniaturas por medida, dados, vinil.

PRINCIPLES

01

Ration the ember. One warm accent, spent sparingly, so every use reads as ritual.

02

The rune voice. Pirata One numerals give the system its hand-inked, guild-hall character.

03

Pour, don’t snap. Slow luxe easing on every hover — motion as a sign of value.

04

A place, not a cart. Collections, workshop, agenda, guild — commerce disguised as a world.

04 — IMPACT · 12 MONTHS AFTER LAUNCH

The numbers behind the mythology.

Working figures — to be finalised with the client’s analytics.

4.8k

4.8k

▲ +129% VS. BEFORE

MONTHLY STORE VISITS

31%

31%

▲ FROM 8% OF REVENUE

ONLINE REVENUE SHARE

92%

92%

▲ FROM 54% OCCUPANCY

WEEKLY TABLE OCCUPANCY

4.2k

4.2k

▲ +367% SUBSCRIBERS

GUILD NEWSLETTER

Before / after the rebrand

Indexed growth — twelve months pre-launch = 100. Real values labelled on each bar.

BEFORE

AFTER

Monthly store visits

2,100 → 4,800

4,800

Online revenue share

8% → 31%

31%

Weekly table occupancy

54% → 92%

92%

Newsletter subscribers

900 → 4,200

4,200

Avg. order value

€23 → €41

€41

Monthly website sessions

Twelve months across the engagement — flagship launched in month four.

02k4k6k8kJanFebMarAprMayJunJulAugSepOctNovDecFLAGSHIP LAUNCH7.4k

ANALYSIS · 01

The shop became a destination

Numbered territories and the weekly table programme gave people a reason to return without buying — and they bought anyway. Repeat visits doubled inside six months.

ANALYSIS · 02

Objects sell when they rotate

Museum-grade spin films replaced flat product shots. Product pages with motion converted 2.4× better than the static originals they replaced.

ANALYSIS · 03

The Guild compounds

Newsletter, sessions and drops run as one calendar. Every limited edition now sells through to the Guild list before it reaches the window display.

05 — IN CONVERSATION

On lighting a whole brand with a single ember.

And why a games shop should feel like a gallery at midnight — the founders on the calls behind the work.

Almost the entire brand is black. Bold, or did the budget run out at «paint»?

António

CREATIVE

A games shop lit like a supermarket kills the spell. One candle in a dark room and everyone leans in. We just made the candle a colour and called it ember. Black is also the cheapest way to look expensive. It hides everything you don’t want seen and frames the one thing you do — the object.

Explain the ember to an accountant.

Patrícia

STRATEGY & ANALYTICS

It is scarcity. If everything glows, nothing does. We use the warm colour on maybe five percent of the page, so the eye treats it like gold — it goes straight to the thing we want you to buy. It is the smell of dice hitting the table. You can’t photograph that, so we lit the whole brand with it instead.

There is a medieval-pirate font in a luxury layout. Justify yourself.

António

CREATIVE

Pure luxe would have been beautiful and dead — a perfume ad for goblins. The rune font is the wink. It says the people who made this actually play the games. We keep it on a leash — numbers and section marks only. It is seasoning, not the meal.

Everything moves so slowly. My cursor got bored.

Patrícia

STRATEGY & ANALYTICS

Slow is the signal. Fast animation feels like software; slow feels like someone lifting a rare book off a shelf for you. It quietly tells you the objects are worth the wait.

Give me the one-liner.

António

CREATIVE

Make people feel like collectors, not customers. Nobody frames a receipt; people frame the thing they were proud to find.

NEXT PROJECT

A.Cejunior →

A.Cejunior →

© 2026 THINKERS®. ALL RIGHTS RESERVED.

PORTO, FOR EVERYWHERE