Coach Snow❤City
A wintry experience for the brand's first video game.
games, audio
·
2022
Coach Snow❤City
A wintry experience for the brand's first video game.
games, audio
·
2022
My studio Heavy Meadow partnered with Coach to create a browser-based mobile game to promote their new winter collection. It launched in 30+ countries, alongside many physical retail activations. Hundreds of thousands of people played it and collected millions of hearts over the course of its 2 month activation.
We started with the premise of making a gyroscope-controlled "infinite runner" game with procedurally generated levels. The player rolls a snowball down a hill and tries to collect as many hearts as possible along the path. We were inspired by Sayonara, Wild Hearts's stylish simplicity, and took on the challenge of making something mesmerizing that could still run in WebGL on any mobile device.
Optimization and localization were two big challenges for our team, but we delivered a fluid experience in over 30 languages. Towards the end of development, it became clear that we would need to add a bit more gameplay diversity to the level generation to keep it interesting. I assisted in tuning the controls and obstacle generation to juice things up. I also helped prototype and develop the audio system, codesigning the foundation for final audio.
My studio Heavy Meadow partnered with Coach to create a browser-based mobile game to promote their new winter collection. It launched in 30+ countries, alongside many physical retail activations. Hundreds of thousands of people played it and collected millions of hearts over the course of its 2 month activation.
We started with the premise of making a gyroscope-controlled "infinite runner" game with procedurally generated levels. The player rolls a snowball down a hill and tries to collect as many hearts as possible along the path. We were inspired by Sayonara, Wild Hearts's stylish simplicity, and took on the challenge of making something mesmerizing that could still run in WebGL on any mobile device.
Optimization and localization were two big challenges for our team, but we delivered a fluid experience in over 30 languages. Towards the end of development, it became clear that we would need to add a bit more gameplay diversity to the level generation to keep it interesting. I assisted in tuning the controls and obstacle generation to juice things up. I also helped prototype and develop the audio system, codesigning the foundation for final audio.
My studio Heavy Meadow partnered with Coach to create a browser-based mobile game to promote their new winter collection. It launched in 30+ countries, alongside many physical retail activations. Hundreds of thousands of people played it and collected millions of hearts over the course of its 2 month activation.
We started with the premise of making a gyroscope-controlled "infinite runner" game with procedurally generated levels. The player rolls a snowball down a hill and tries to collect as many hearts as possible along the path. We were inspired by Sayonara, Wild Hearts's stylish simplicity, and took on the challenge of making something mesmerizing that could still run in WebGL on any mobile device.
Optimization and localization were two big challenges for our team, but we delivered a fluid experience in over 30 languages. Towards the end of development, it became clear that we would need to add a bit more gameplay diversity to the level generation to keep it interesting. I assisted in tuning the controls and obstacle generation to juice things up. I also helped prototype and develop the audio system, codesigning the foundation for final audio.