CASE STUDY

Godzilla

01

Goal

Warner Bros and Legendary wanted to reintroduce a character that has been a fan favorite for ages. They wanted to build a narrative game without giving too much of the story away in their upcoming blockbuster film. Our game team has to come up with an innovative way to engage the fans and did so by focusing on level design and cinematics. One of the main points that WB and Legendary wanted to get across was to show the vulnerability of a human being versus giant Godzilla.  Easy enough...

Quicktake:
  • Warner Bros and Legendary wanted to reintroduce Godzilla
  • Our game team built 3 action-packed ground missions and a high-altitude sky jump
  • We built fully destructive, large-scale environments
  • Designed to run smoothly on lower-end iOS/Android tablets and phones
  • 11.7 million game sessions in 21 days
  • Asia counted for almost 50% of the gameplay traffic
02

Strategy

The experience was to be breathtaking from the beginning as you air drop into a devastated San Francisco and embark on a series of first-person rescue missions to evacuate survivors before it's too late.  Our team focused on suspenseful and cinematic 1st person story-telling using a proprietary camera-system built for the game.

In order to present Godzilla as an unstoppable force, our team accentuated the vulnerability of being a soldier by only allowing players to handle their weapon for non-lethal situations. We chose to introduce Godzilla as a creature that doesn't chase you but simply crosses you.

03

Timeline

3.5
Months
04

Outcome

Our studio focused on creating high-end cinematics to run on low and mid-end mobile devices. With 4-star reviews on Google Play and millions of players finishing the experience from start to finish, the game turned out to be a huge success. We had 11.7 million game sessions in 21 days. An average of 5 gameplay sessions per user. And over 50% of traffic from Asian territories.

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