Launch campaign
A launch campaign for a gaming app, built from nothing but a screen recording: no footage, no brand book, no prior ads. Two films in three days.
GoatBox had an app and a screen recording of it. No logo, no visual language, no footage, no previous ads, and a budget that ruled out a production of this size.
Everything, A to Z, alone: the visual language and colour, the creative and script, the characters and locations, and the brand’s first static ads, made so they could be planted in the subway-car frames as the posters the cast is looking at.
It ran as the paid launch campaign. For a client who had arrived with a screen recording, a finished campaign three days later took a moment to believe.
- The entire visual language created from scratch, with the app’s screen recording as the only source material
- Character sheets held the cast consistent across every shot
- Product sheets extracted from the app itself, so the in-game items stayed accurate without a single physical product
- One built location reused across angles, and the brand’s first static ads created for subway placements
- Two films ready to publish within three days, end to end inside Magnific Spaces
Two films, from a screen recording, in three days.
From the app to the product
The prizes exist only as tiny thumbnails inside the app. Each one was rebuilt as a product shot, so the in-game items stay accurate without a single physical product.






The only source
The app’s prize screen. Everything in the campaign was built from this.

The canvas
The whole campaign lived on one Magnific Spaces board: product sheets, the static ads, character sheets, the subway location, and the shots that came out of them.
