In 2019, Oculus released the device that would change the landscape of virtual reality forever: the all-in-one Quest. We developed the platform that would introduce it to the world. Helmed by Chris Trumbull and Luke Martin, the campaign asked the question – who wouldn’t want this version of virtual reality? Reality, obviously. And this cosmic party-pooper must be defied.
Many people had a hand in creating the Reality character, from AKQA to Oculus to the physical embodiment of Reality himself, Eric Wareheim. He provided a constant foil for all the gravity-defying, saber-wielding, fun inside Oculus Quest.
At launch, Luke Acret and I focused on hero photography and OOH, highlighting a piece of content for each execution. To unify the campaign, we conceptualized a consistent environment across all pieces, a transitional space resting somewhere between the virtual and real worlds. We then adapted the smoke and lighting for each scene to fit the intention of the game title and player action.
Each piece of creative began with storyboards to lock in the framing and poses, which then informed photographer Marcus Eriksson, allowing him to quickly capture all the variations needed. We knew the hero photography could be flexible in its use, so we planned for static OOH to be adapted for digital OOH, social feeds, and websites, as well. We worked with Eben Mears and his team at Psyop to create subtle parallax motion individualized to each execution.
The OOH was just one piece of a larger campaign. In developing the OOH, I created a headline construct to pay off the DEFY REALITY tagline and lay the tracks for the eventual human embodiment of Reality, played by Eric Wareheim. While the dozens of lines, thankfully, didn’t make the cut for billboards, they became the basis for the anthem film, launch TV spots, and social posts. The launch films were created by Lonnie Lind-Elliot and Andreas Ekelund, the social deliverables by Sarah Litwin-Schmid and Nicole Birch, all of whom made it their own. But for reference, here are a few of the lines I created for specific game titles:
The decision was made not to create a bespoke set of social channels for the Reality character. But, we still wanted to provide more context for the character. Here are a few ways we activated against that: A 3-episode BTS series in a very Eric Wareheim style of humor, a manifesto story pinned as a highlight to Oculus IG, every so often Reality would just crash gameplay moments featured in Oculus IG stories, and a full toolkit of GIFs and Stickers for Oculus GIPHY and Instagram accounts for fans and community managers to utilize.
CLIENT
Oculus
Product Marketing:
Becca Van Dyck
Nick Fell
Angela Chang
Allison Berliner
Alex Geopfert
Courtney Enriquez
ROLE
Creative Direction
Copywriting
OCULUS TEAM
Chief Creative Officer:
Josh Higgins
Executive Creative Directors:
Chris Trumbull
Luke Martin
Creative Directors:
Pete Harvey
Micky Coyne
Luke Acret
AJ Rivvers
Creatives:
Sarah Litwin-Schmid
Nicole Birch
Jonathan Hirsch
Designers:
Aaron Carretti
Huy Tran
Pierce Streiff
Camiel Flohr
Design Director:
Chad Tafolla
Producers:
Brian Coate
Lisa Huber
Michelle Mintz
Bernadette Spear
Executive Producer:
Angela Fung
Project Manager:
Georgette Young
Social + Influencer Lead:
Jonathan Carmona
Social Marketing Manager:
Elyse McAvoy
AKQA TEAM
Group Creative Director:
E.B. Davis III
Creatives:
Emily Chan
Cameron Giblin
Account Director:
Jon Phillips
Project Manager:
Max Chernoff
PRODUCTION
MJZ
Director:
Fredrik Bond
Photography:
Marcus Eriksson
OOH Producers:
Steve Bauerfeind
Tricia Sherman
OOH CG & Retouching:
SKG
Digital Motion:
Eben Mears & Psyop