Italiano
Yasmine Safi
Portfolio / Escape4Change

Escape4Change

Communication, dissemination, and art direction2024 · May 2025

play, change reality.

Collaboration context

The collaboration ended because of a divergence in values regarding the management of communication.

Escape4Change

Areas of work

Dissemination for six European projects
Escape4Change editorial communication
Italian and English content adapted to each channel
Commercial presentations of the experiences
Dissemination

An editorial system for European projects

I introduced a cover system that made each project, theme, and content function immediately recognisable while preserving editorial continuity across very different visual identities.

01Project
02Theme
03Content function
04Feed continuity
Six European projects

European project dissemination

Escape4Change

Escape4Change editorial communication

A triptych explaining Escape4Change through three questions: what it does, the forms in which it operates, and why it chooses play. The pieces connect social and personal change, European projects, and services, arriving at the core of the method: playing to learn, change, and act upon reality.

Standalone feature

Everyone Plays

In this carousel, I explored play as a biological function, showing how different animals use it to train movement, intelligence, relationships, and problem-solving.

Editorial content

Escape4Change values and positioning

Playing may cause side effects

Playing may cause side effects

Play produces tangible effects: creativity, problem-solving, and emotional regulation. The ironic tone lightens the message without diminishing the value of the content.

Game is the perfect formula

Game is the perfect formula

Curiosity, challenge, and creativity become the elements of a formula. The piece presents play as a designed experience, not entertainment left to chance.

No soul washing

No soul washing

A stance against the superficial use of play to simulate social impact. Change cannot merely be declared; it must be built into the experience.

Not magic, just game design

Not magic, just game design

What appears spontaneous during play grows from rules, feedback, objectives, and design choices. The post makes the method behind the experience visible.

GBA, Game-Based Assessment

GBA, Game-Based Assessment

Games make it possible to observe behaviour and decisions in a simulated context, beyond what people say about themselves. The acronym also recalls the Game Boy Advance, connecting assessment with video-game culture.

Structure and storytelling

Commercial presentations of the experiences

I began with raw information supplied by the sales team, selected it, rewrote it, and organised it into a narrative. I then designed the visual presentation and, when needed, produced a video guide showing how to use it.

01Raw information
02Selection and hierarchy
03Rewriting
04Storytelling
05Visual design
06Video guide
Seven editorial streams

Management, revisions, and constraints

I managed communication for six European projects alongside Escape4Change: around sixteen original pieces per month, in Italian and English, adapted to different channels. The work included research, copy, visual adaptation, publishing, and material revisions.

When a project changed its logo, I reopened previously scheduled materials, replaced the assets, and in some cases prepared content announcing the change.

6European projects
+1Escape4Change communication
12dissemination pieces per month
≈16original pieces in total per month