AS.ALEX
SCHENBERG
POINT OF VIEW

Why Residency Announcements Should Feel Like Entertainment

Most residency announcements are built to answer a few basic questions: who is playing, where, when, and how to get tickets, which is useful information, but information and attention are two different things. If you’re asking people to care about entertainment, the first interaction with it should already feel entertaining, so the announcement shouldn’t just explain what’s coming, it should feel like the beginning of the experience.

The announcement is part of the creative

There’s a tendency to treat the announcement as packaging around the real idea, the talent gets booked, the experience gets built, the campaign takes shape, and then something gets made to tell people about it. I’m more interested in collapsing those steps and asking whether the way something is revealed can already be an expression of the thing itself.

That thinking became central to The Year of Excess at Wynn Nightlife, where we had fourteen resident artists to announce and could have easily built a traditional campaign system with one visual language applied across each artist. Instead, we built one world, giving every artist their own scenario, personality and moment while using luxury, humor and excess to connect everything together. The challenge wasn’t making fourteen artists look consistent, it was making fourteen completely different personalities feel like they belonged to the same idea, and that distinction ended up shaping the entire project.

A world isn’t a template

Consistency often gets confused with repetition, and while the same typography, composition or visual device can create recognition, it can also flatten the things that made the talent interesting in the first place. I think a stronger creative system works more like a world, one with clear rules but enough room for an artist to enter it and still feel unmistakably like themselves, while the brand holds everything together without overpowering the person or culture that made the idea relevant.

That’s increasingly how I think about creative direction, not making every piece look the same, but making every piece feel like it came from the same thought. Once that central idea is clear enough, film can look different from social, an experience can look different from a partnership, and one artist can live in a completely different visual language than another without losing the connection.

Find the idea that can hold everything

For me, the real work usually starts before the shoot, the layout or the rollout, with finding the idea underneath all of it, not necessarily the tagline, but the thought that tells you what belongs and what doesn’t. A strong idea should be able to move through talent, content, design, partnerships, physical environments and distribution without needing to be reinvented every time the format changes.

That’s when a campaign starts becoming something larger, a residency announcement can become a film, the film can establish a visual language, and that language can keep moving through social, experiences, partnerships or physical objects. The original brief becomes the starting point rather than the boundary.

Give the work somewhere to go

I’m less interested in campaigns that peak on the day they launch, because the strongest ideas leave room for something else to happen, creating an image people remember, a scene someone sends to a friend, a line that sticks or a format that can continue evolving after the original deliverable is finished. That doesn’t mean every idea needs to become a universe, it means the thinking should be bigger than the format it first appears in.

That’s the standard I keep coming back to, not just whether we communicated the message, but whether we created something people actually wanted to spend time with. Announcing entertainment and making people care about it are two different jobs, and the creative shouldn’t feel like an ad for what’s coming, it should feel like the first scene.

← SELECTED WORK

The Year of Excess