Hyundai

Browser racing game

Hyundai

Browser racing

game

Hyundai

Browser racing game

Hyundai

Browser racing game

Hyundai

Browser racing game

Role

Role

Product Designer, Game Designer

Product Designer, Game Designer

Product Designer, Game Designer

Product Designer, Game Designer

Timeline

Timeline

3 weeks

3 weeks

3 weeks

3 weeks

Platform

Platform

Web, Mobile

Web, Mobile

Web, Mobile

Web, Mobile

Constraints

Constraints

Tight budget, aggressive targets for organic social sharing

Tight budget, aggressive targets for organic social sharing

Tight budget, aggressive targets for organic social sharing

Tight budget, aggressive targets for organic social sharing

The product

The product

A lightweight, browser-based game designed to introduce the new Hyundai i30 N model to a non-traditional audience through casual gameplay.

A lightweight, browser-based game designed to introduce the new Hyundai i30 N model to a non-traditional audience through casual gameplay.

A lightweight, browser-based game designed to introduce the new Hyundai i30 N model to a non-traditional audience through casual gameplay.

A lightweight, browser-based game designed to introduce the new Hyundai i30 N model to a non-traditional audience through casual gameplay.

Business goal

Business goal

The client needed to build awareness for the i30 N launch and get people to book real-world test drives. Because ad spend was limited, the campaign had to rely heavily on viral social sharing to reach its numbers.

The client needed to build awareness for the i30 N launch and get people to book real-world test drives. Because ad spend was limited, the campaign had to rely heavily on viral social sharing to reach its numbers.

The client needed to build awareness for the i30 N launch and get people to book real-world test drives. Because ad spend was limited, the campaign had to rely heavily on viral social sharing to reach its numbers.

The client needed to build awareness for the i30 N launch and get people to book real-world test drives. Because ad spend was limited, the campaign had to rely heavily on viral social sharing to reach its numbers.

The approach

The approach

The creative director sold the client on a racing game. I needed to find a solution that was incredibly cheap to develop but still highly engaging and shareable.

The creative director sold the client on a racing game. I needed to find a solution that was incredibly cheap to develop but still highly engaging and shareable.

The creative director sold the client on a racing game. I needed to find a solution that was incredibly cheap to develop but still highly engaging and shareable.

The creative director sold the client on a racing game. I needed to find a solution that was incredibly cheap to develop but still highly engaging and shareable.

To solve the technical constraints, I pitched and designed a web-based clicker game. Instead of complex racing mechanics, I built the experience around a simple, addictive core loop. Players tap the screen for speed and invite friends to earn "energy" boosts, all while absorbing bite-sized, tweet-style car specs without breaking the gameplay flow.

To solve the technical constraints, I pitched and designed a web-based clicker game. Instead of complex racing mechanics, I built the experience around a simple, addictive core loop. Players tap the screen for speed and invite friends to earn "energy" boosts, all while absorbing bite-sized, tweet-style car specs without breaking the gameplay flow.

To solve the technical constraints, I pitched and designed a web-based clicker game. Instead of complex racing mechanics, I built the experience around a simple, addictive core loop. Players tap the screen for speed and invite friends to earn "energy" boosts, all while absorbing bite-sized, tweet-style car specs without breaking the gameplay flow.

To solve the technical constraints, I pitched and designed a web-based clicker game. Instead of complex racing mechanics, I built the experience around a simple, addictive core loop. Players tap the screen for speed and invite friends to earn "energy" boosts, all while absorbing bite-sized, tweet-style car specs without breaking the gameplay flow.

Kept dev costs near zero with a low-poly isometric track

Kept dev costs near zero with a low-poly isometric track

Solved the zero-ad-budget problem by rewarding social shares with in-game energy boosts

Solved the zero-ad-budget problem by rewarding social shares with in-game energy boosts

Instead of a dead end during off-seasons, we used the waiting screen to push the main business goal

Built the core mechanics for mobile-first gameplay

Built the core mechanics for mobile-first gameplay

Built the core mechanics for mobile-first gameplay

10,129

Total gamers

10,129

Total gamers

10,129

Total gamers

10,129

Total gamers

10,129

Total gamers

1,941

1,941

1,941

Social media shares

Social media shares

Social media shares

1,941

Social media shares

1,941

Social media shares

1,230

1,230

1,230

Test drive sign-ups

Test drive sign-ups

1,230

Test drive sign-ups

1,230

Test drive sign-ups