TOKYO MERCH LINE
streetwear meets cyberpunk
TOKYO is an uprising online casino based in the Czech Republic, built around innovation and constantly pushing the next new idea out. Even their digital experience feels futuristic — bold, immersive and heavily inspired by cyberpunk aesthetics.
When they approached me to design a merch collection, there was one thing we agreed on from the start. We didn’t want it to look like casino merchandise.
No playing cards, poker chips, slot machines or oversized logos plastered across a hoodie. The goal was to create something people would genuinely choose to wear, even if they had never heard of TOKYO before.
Instead of communicating casino, the collection needed to communicate the personality of the brand.
INSPIRED BY THE STREETS OF TOKYO
As the name suggests, TOKYO draws inspiration from Japan’s ever-evolving capital — a city that’s constantly moving, glowing with neon lights, technology and endless possibilities.
I translated that feeling into a series of oversized pieces inspired by Japanese typography, urban signage, map coordinates and futuristic interface elements. Combined with TOKYO’s signature purple colour palette, the result feels energetic, contemporary and unmistakably tied to the brand without being overly literal.
Rather than placing the logo front and centre, I let it become just one element within a much larger visual composition. This gives each piece the feel of modern streetwear instead of traditional branded merchandise.
DESIGNING A BRAND EXPERIENCE BEYOND THE SCREEN
One of my favourite things about branding is extending an identity beyond its expected touchpoints. Merchandise shouldn’t feel like an afterthought or a promotional giveaway. When done well, it becomes another expression of the brand — something people can wear and connect with in everyday life.
For TOKYO, the collection became a natural extension of their visual identity, bringing the same futuristic energy into the physical world while staying true to the tastes of a younger, design-conscious audience.