Cannes Lions

Get Vive Ready

B-REEL, London / HTC / 2016

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Demo Film

Overview

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Credits

Overview

Description

Our idea was to get people moving and prove themselves ‘Vive Ready.’ The game levels were controlled by the player’s body movement, captured by having them sync their smartphone via web sockets to the web experience, and utilising its gyroscope and accelerometer. The challenge for the player was to fight their way through the various levels and villains by swinging, dodging, helicoptering and throwing haymakers in real life. Their movements translated to actions on screen in real time, creating a seamless experience that blurred the lines between real and virtual storytelling, with movement at its heart. In addition, we created a series of YouTube films driving people to the web experience.

Execution

We created a bespoke WebGL gaming experience - starting with the narrative, it involved crafting a convincing world and the writing of characters that lead you through the experience.

Prototyping was done to craft four unique levels, all featuring a surprising take on the gameplay elements. Just like in triple-A game titles, our levels are rendered in real time 3D, calculating massive amounts of geometry with millions of objects created on-the-fly every second. With layers upon layers of post-processing shaders helping us to achieve the desired look. All this takes place in browser, without having to install anything.

Motion tracking was used to create realistic movement during the tutorial sections and an adaptive soundtrack was developed that responds to the gameplay.

A global media rollout took place targeting the US, EU and Taiwanese audiences in particular, supported by a banner campaign, and worldwide servers to ensure a lag-free experience.

Outcome

15,000 units sold in the first 10 minutes of launch.

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