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Case study 05

Baahubali

Designing experiences around a film, then standing in front of the audience to see what they actually did with them.

Role
Self-directed
Studio
Arka Media Works
Years
2016 to 2017
Across
Web · Social · Motion · Merchandise · VR
With
Director, producers, marketing, developers
Official trailer · Baahubali Movie on YouTube · sound is off until you turn it on

(The world)

How do you take a film beyond the screen?

A film campaign usually ends at the poster. This one had a website that behaved like a hub, a social feed running for years, a run of promotional films, a print and merchandise campaign, a tour of physical events, and a VR experience. All of it had to read as the same world.

  • 01

    Website

    Nine worlds behind one emblem

  • 02

    Social

    A doorway a day

  • 03

    Motion

    Trailers, motion posters, event AVs

  • 04

    Print

    Collateral and merchandise

  • 05

    Events

    Comic Con, MAMI, college fests

  • 06

    VR

    The Sword of Baahubali

(The digital experience)

Baahubali.com

The site was not a press kit with a trailer on it. Its home screen is a wheel, an emblem in the middle and the franchise arranged around it: films, graphic novel, live action, novel trilogy, animated series, merchandise, mobile games and VR. You pick a world rather than read a menu.

The Baahubali.com home screen on a laptop and a phone: a sidebar listing films, virtual reality, graphic novel, novel trilogy, animated series, mobile games, merchandise and partners, beside a circular emblem with those worlds arranged around it.
Baahubali.com · desktop and mobile
  1. 01

    Discover

    Arrive on the world itself, with every route out of it visible at once.

  2. 02

    Explore

    Each spoke is a place with its own story, preview and credits, not a page of copy.

  3. 03

    Interact

    Where a world had shipped something, the door said so and led straight to it.

  4. 04

    Continue

    The wheel is always one click away, so there is never a dead end.

(One site, many worlds)

A film, a game, a comic, a series. One door each.

Each world got its own front door on the same site, built to the same rules: a full-bleed scene, the gold emblem set, and whatever that world had actually shipped. Same grammar, different room.

  • The virtual reality section of Baahubali.com: the words the sword of baahubali experience set large behind a cluster of gold hexagonal buttons for vision, sword of baahubali, 360 videos, gallery, FAQs and glossary, with Radeon, CNCPT and The Foundry credited.

    Virtual reality

    Vision, the experience, 360 videos, gallery, FAQs, glossary

  • The mobile game section of Baahubali.com showing an isometric fortress battle screen with troop cards, loot counters and an end battle control, above a download prompt.

    Mobile game

    Built with Moonfrog

  • The graphic novel section of Baahubali.com: an illustrated palace skyline behind gold buttons for the story, preview and credits, with links to download the first issue or buy it.

    Graphic novel

    With Graphic India

  • The animated series section of Baahubali.com: illustrated characters standing with banners above a fortress, with a link to stream the first episode.

    Animated series

    Streaming on Amazon Prime

The merchandise and partners page of Baahubali.com, a colourful grid of brand collaborations and product tie-ins.
Merchandise and partners

(The fans)

Every post was another doorway into the world.

Hundreds of designs over the run, to a style guide that was not up for negotiation. Each post had to work alone and still belong to the set: a release date, a milestone, a festival, a re-release, all in the same voice.

A grid of Baahubali social media creatives: trailer announcements, milestone posts, festival greetings, a one-year anniversary piece, a re-release date and bestseller announcements, all in the film's gold-on-dark visual language.
Selected social creatives
The Baahubali presence across Facebook, Instagram and Twitter shown on desktop and phones.
Across platforms

Audience the work was published into

3.79M
Facebook
1.53M
YouTube
736K
Twitter
344K
Instagram

Figures documented in the original project, at the time. Franchise accounts, not attributable to any one designer.

(The Sword of Baahubali)

What happens when the audience steps inside the film?

The Sword of Baahubali

10 min
Runtime
Cinematic VR
Format
Interactive
Virtual Arcade
2017
Tribeca premiere

Two friends find themselves on a battlefield. Watching the action unfold, they are unexpectedly asked to take part: to find a legendary warrior’s sword and deliver it to him.

Directed by S. S. Rajamouli with VR director John Griffith, produced by Shobu Yarlagadda and Prasad Devineni for Arka Mediaworks, with Radeon Technologies Group and CNCPT LA.

Tribeca Festival archive

I did not build it. I designed the part of it that lived on the web (the VR section of Baahubali.com) and then spent the festival season standing next to the headset, watching what people actually did with the experience.

The virtual reality section of Baahubali.com, with gold hexagonal buttons for vision, the Sword of Baahubali, 360 videos, gallery, FAQs and glossary over a dark scene.
The VR section of Baahubali.com
A dimensioned specification drawing for the Sword of Baahubali VR kiosk: a 78-inch branded stand carrying a headset, display, keyboard and PC, drawn beside a person wearing the headset for scale, with component dimensions laid out on a blueprint grid.
The out-of-home VR kiosk, specifiedThe stand the queues formed at. It is the reason the testing could happen at all: the experience had to travel, survive a show floor, and be reset every few minutes by whoever was standing there.
  1. 01Battlefield
  2. 02Mission
  3. 03Find the sword
  4. 04Make decisions
  5. 05Reach the next path
  6. 06Deliver the sword

(Testing in the real world)

The prototype met the audience before the final experience did.

A queue at a festival is a strange, useful test lab. Nobody is briefed, nobody is being paid, and the person behind them is waiting, so anything confusing shows up immediately and honestly. For most people in those queues this was the first headset they had ever worn, and thousands of them went through it.

  • 01

    Comic Con

    A crowd that already knew the world

  • 02

    MAMI

    A film-festival audience

  • 03

    College fests

    The least patient audience of the three

  1. 01Put on the headset
  2. 02Enter the experience
  3. 03Watch
  4. 04Interact
  5. 05React
  6. 06Capture feedback
  7. 07Share with the VR team
  8. 08Refine

(What I looked for)

Watching people told us things a screen couldn’t.

  • 01

    Reaction

    What people did in the first seconds after the headset went on, and in the first seconds after it came off.

  • 02

    Confusion

    Where they hesitated, looked the wrong way, or needed someone to tell them what to do.

  • 03

    Engagement

    Which parts held attention and which parts people waited through.

  • 04

    Emotion

    The moments that produced a visible reaction rather than a polite one.

  • 05

    Feedback

    What they said unprompted once the headset was off.

  1. Audience
  2. Observe
  3. Collect
  4. VR team

None of this was a research programme with a protocol. It was standing next to the experience for days at a time, watching, asking, writing it down, and taking it back to the VR team so what they built next accounted for the person who had never worn a headset before.

(The audio experience)

Sometimes the experience isn’t visual.

Not every part of the world was something to look at. I worked on the Baahubali 2 audio experience, a piece where the design job was pacing, anticipation and restraint rather than composition.


The experience received positive feedback from S. S. Rajamouli and the team.

(The visual language)

Before the experience starts, the world has to feel real.

Trailers, motion posters, pre-release event films, print collateral and merchandise, made to a release calendar rather than a design calendar. It mattered because it was the first contact: the world had to look like it already existed before anyone would step into it.

The Baahubali 2 theatrical poster: the principal cast arranged against a battlefield, under the film's carved gold title.
Theatrical poster
Baahubali merchandise: the novel in stores, a printed t-shirt, branded carrier bags and two notebook designs.
Merchandise

Pre-release event films, made with M. M. Keeravaani's score. Embedded from Vel Records. They are not rehosted here.

  • Producers AV: Shobu Yarlagadda and Prasad Devineni
  • Sathyaraj as Kattappa AV
  • Ramya Krishna as Sivagami AV
  • M. M. Keeravaani AV

(One world, many touchpoints)

Every touchpoint had to feel like Baahubali.

BaahubaliOne worldBaahubali.comSocialVideoPostersEventsVRAudienceFeedback
  1. One world at the centre
    • Baahubali.comWhere the world was documented
    • SocialA doorway a day
    • VideoTrailers, teasers, promos
    • PostersPrint and campaign material
    • EventsComic Con, MAMI, college fests
    • VRThe Sword of Baahubali
  2. Audience
  3. Feedback
  4. Back into the world

The loop at the left is the part that mattered. Everything else radiates outward from the world; the audience is the only touchpoint that sends something back.

(My role)

I worked wherever the experience needed to happen.

The title on the contract was Senior Visual Designer. What the job actually covered was wider, and the part I would keep is the part that had nothing to do with a screen.

  • 01

    UI / UX

    Website and digital experience.

  • 02

    Visual design

    Posters, social and campaign material.

  • 03

    Video

    Trailers and promotional videos.

  • 04

    Experiential

    Comic Con, MAMI and college activations.

  • 05

    Audience feedback

    VR testing, reactions, and findings taken back to the VR team.

  • 06

    Collaboration

    With the director, the producers and the production and creative teams.

The team

Two group photographs from the campaign, posted publicly at the time.

(The takeaway)

The best digital experiences don’t stop at the screen.

Sometimes you put the headset on, stand in front of the audience, watch what happens, and take what you learn back into the product.


It is the same job as the other three. Someone arrives without the vocabulary the thing expects, and the design either closes that gap or leaves them holding it.

One world, six ways in.

What’s next?


© 2026 Upendra Rangoju