This AR lens was part of the first reveal of Krapopolis to the world at San Diego Comic Con. Incorporating artwork from other placements around Comic Con, the Medusa AR lens brings the user into the Krapopolis world where they have to avoid the gaze of Medusa to not “get stoned”. This gamified AR experience also tied directly to the world premiere of the first Krapopolis clip that aired the weekend of Comic Con, helping further tie this creative with the show and help people learn about the new animated series. The counter that rises as you avoid Medusa’s gaze adds a challenge component that is well suited for sharing with friends, including a score that can be as high as you can make to compete with others.
The greatest challenge here was to create an AR experience around an animated property that has yet to be seen. We knew there would be a clip revealed at Comic Con, so we wanted to create something that was directly related to it, as a way to help amplify excitement around this world premiere. With the concept of Medusa in place, we tested various game mechanics to find one that was simple but challenging, shareable, and most importantly–fun. By pulling together assets from other Krapopolis creative around Comic Con, including elevator art from the Omni Hotel and audio from the featured clip that was released, we were able to create an experience that was based around new characters that could still feel familiar to users. We incorporated QR codes at key locations around Comic Con, as well as on flyers giving out at the Krapopolis panel, allowing Comic Con goers to have the unique AR experience of surviving Medusa.
By bringing Krapoplis to the palms of Comic Con goers hands, we successfully spread awareness of the new animated property. At the same time we tapped into art placements around Comic Con and the sneak peek at the Krapopolis Comic Con panel to help build familiarity with the new world of Krapopolis.