Paddlepop: Dinoterra
Paddlepop: Dinoterra
Paddlepop: Dinoterra
Paddlepop: Dinoterra
Game interface designs for an ice cream brand campaign.
DinoTerra was a series of rail-shooter games developed for Paddle Pop, an ice cream brand.
Each game was crafted to complement their animated series with environments inspired by the show. Players were able to collect virtual dinosaur pets and accessories for competing in dinosaur-themed games.
Paddlepop is made by Streets and sold in Asia and Australia by Unilever. Popular with ages from 8-12, the brand’s digital campaign in 2012 laid the groundwork for cross-channel storytelling, using an entertainment portal filled with an online gaming league and cartoon episodes to extend engagement.
Year :
2013
|
Industry :
Marketing
|
Client :
Unilever
Roles :
Art direction • UI

Paddlepop: Dinoterra
Game interface designs for an ice cream brand campaign.
DinoTerra was a series of rail-shooter games developed for Paddle Pop, an ice cream brand.
Each game was crafted to complement their animated series with environments inspired by the show. Players were able to collect virtual dinosaur pets and accessories for competing in dinosaur-themed games.
Paddlepop is made by Streets and sold in Asia and Australia by Unilever. Popular with ages from 8-12, the brand’s digital campaign in 2012 laid the groundwork for cross-channel storytelling, using an entertainment portal filled with an online gaming league and cartoon episodes to extend engagement.
Year :
2013
|
Industry :
Marketing
|
Client :
Unilever
Roles :
Art direction • UI

Paddlepop: Dinoterra
Game interface designs for an ice cream brand campaign.
DinoTerra was a series of rail-shooter games developed for Paddle Pop, an ice cream brand.
Each game was crafted to complement their animated series with environments inspired by the show. Players were able to collect virtual dinosaur pets and accessories for competing in dinosaur-themed games.
Paddlepop is made by Streets and sold in Asia and Australia by Unilever. Popular with ages from 8-12, the brand’s digital campaign in 2012 laid the groundwork for cross-channel storytelling, using an entertainment portal filled with an online gaming league and cartoon episodes to extend engagement.
Year :
2013
|
Industry :
Marketing
|
Client :
Unilever
Roles :
UI • Interaction • Design system • UI • Interaction • Design system




Interfaces
The biggest challenges were recreated the environments. Brand assets weren't enough in providing the necessary elements for engagement, so a lot of heavy digital imaging work was done in Photoshop by sampling the animated series. Custom brushes and layer styles were also created to paint stone, grass, and vine textures.
Interfaces
The biggest challenges were recreated the environments. Brand assets weren't enough in providing the necessary elements for engagement, so a lot of heavy digital imaging work was done in Photoshop by sampling the animated series. Custom brushes and layer styles were also created to paint stone, grass, and vine textures.
Interfaces
The biggest challenges were recreated the environments. Brand assets weren't enough in providing the necessary elements for engagement, so a lot of heavy digital imaging work was done in Photoshop by sampling the animated series. Custom brushes and layer styles were also created to paint stone, grass, and vine textures.
Web menus
Entry points to the games.
Web menus
Entry points to the games.
Web menus
Entry points to the games.






In-game customisation screens
Game accessories and dinosaurs were created by a 3D artist contracted by the agency.
In-game customisation screens
Game accessories and dinosaurs were created by a 3D artist contracted by the agency.
In-game customisation screens
Game accessories and dinosaurs were created by a 3D artist contracted by the agency.









In-game dialogs and overlays
In-game dialogs and overlays
In-game dialogs and overlays





