For the 5 year anniversary of the launch of Brawl Stars, Supercell came to us to tell the origin story of the game. Brawl Stars is set in a defunct theme park, but how did it meet its demise, and why is everyone fighting?We brought users back in time to 1995 to answer these questions through an interactive 24/7 “live” broadcast that played continuously for 42 days in an interactive security surveillance room.
Enlisting the help of Twisted Mountain Animation, we implemented the use of Unreal crowd simulations to execute the 24/7 broadcast, incorporating day-night cycles, weather patterns, evolving character behaviors, and increasing levels of destruction. And, on top of that, we animated 18 dramatic character scenes each told from multiple camera angles to tell the lore of how the Brawlers came to be sooo angry!
Each day the surveillance room changed with new props and interactive computer terminal and logbook. For web development we leveraged WILD to help build the interactive component. Antfood helped with sound design.
This was a small internal team, so I had the privilege of leading much of the production process through design, story development, modeling, cel animation, 3D animation, Unreal lookdev, crowd simulations, AE compositing, color correction, editing, creative tech, staffing, oversight of our external teams and client presentations.
Through the project broadcast there were active Reddit debates, and constant coverage from players on Twitter speculating about the mysteries within Starr Park. Ultimately, our project received over 80million views, and achieved a 10% revenue increase for the Brawl Stars game from a huge spike in player engagement.