EGGGGGS -THE PLATFORM PUKER

TitleEGGGGGS -THE PLATFORM PUKER
BrandNORDISK FILM DISTRIBUSJON
Product/ServiceCINEMA MOVIE
Category F01. Branded Games
Entrant HYPER INTERACTIVE Oslo, NORWAY
Idea Creation HYPER GAMES Oslo, NORWAY
Production HYPER GAMES Oslo, NORWAY
Production 2 BROSMIND Barcelona, SPAIN
Production 3 BENDIK HøYDAHL JENSEN AUDIO Oslo, NORWAY
Production 4 FRODE KVINGE FLATLAND Sofiemyr, NORWAY
Credits
Name Company Position
Are Sundnes Hyper Games Game Director
Kristoffer Jetmundsen Hyper Gamesd Game Designer
Rolf Hove Hyper Games Artist
Terje Gran Hyper Games Developer
Harald Lønmo Hyper Games Developer
Alejandro Mingarro Brosmind studio Art Direction
Juan Mingarro Brosmind Studio Art Direction
Mandi Wexler Levine/Leavitt Agency Producer
Bendik Høydahl Bendik Høydahl Sound designer
Frode Kvinge Flatland Frode Kvinge Flatland Composer

The Campaign

We created a game called "Eggggg - The Platform Puker". In this modern take on the old-school platform games, Gilbert uses his vomit to defeat enemies and propel himself around. He escapes from his mean aunt Doris in order to get to a birthday party, and needs to use his vomiting superpower to survive a world of angry cyborg chickens... of course.

Creative Execution

The story and main character of the game is based on the character from the movie, but with a very unique art style. The style was chosen to soften the grossness of the concept by making everything candy-cute. The game’s control system is a very unique and innovative design, where you have context sensitive two-touch controls. Both art style and game design was highly praised by game press worldwide, and Pocket Gamer said it might be the most unique platformer mobile had ever seen.

The game received editorial featuring by Apple worldwide, and was even made “Free app of the week”. It reached number 1 most downloaded app in 20 countries, and top 10 in 93 countries. In total the game has 1,5 million downloads, and average playtime per user is 10,5 minutes.

The main target audience of the movie was kids from 10-16, and making an edgy game for mobiles and tablets was a natural move to gain attention from this group. We know that competition from games is so strong, so with our very limited marketing budgets the game had to be a strong entertainment product itself to gain traction. We worked with game press and game-related media up to the launch and based the strategy mostly on word-of-mouth and editorial and organic visibility on iOS and Google Play.