Bubbleclap Island
Bubbleclap Island is a promotional Music Video Game. It was released in September of 2015 for free via the Unity Web Player. I had the honor of teaming up with the South Space Records band, Bubbleclap, in an effort to produce a game that would promote the release of their most recent mixtape, Unpoppable II.
The game itself was fully idealized and created by me with the band helping out on creative ideas and supplying the rad soundtrack the game features. The mission was to create a game that immersed the user within the music. The game itself is a challenging plat-former that centered around collecting 12 bubbles. If the player was able to so, they were rewarded with a free music download from Bubbleclap.
After 4 months of development and without any paid advertisement, we released the game. Bubbleclap Island drove several thousand new listeners to the band's website. We deemed this a success. This project start to finish challenged me in new ways beyond my artistic skill set. I had to really think about the game play design which I really enjoyed doing. I was thrilled to get a fully working world out the door and share it with a large audience in a short time frame. I certainly will be taking the lessons I learned from this game into projects to come.
The game itself was fully idealized and created by me with the band helping out on creative ideas and supplying the rad soundtrack the game features. The mission was to create a game that immersed the user within the music. The game itself is a challenging plat-former that centered around collecting 12 bubbles. If the player was able to so, they were rewarded with a free music download from Bubbleclap.
After 4 months of development and without any paid advertisement, we released the game. Bubbleclap Island drove several thousand new listeners to the band's website. We deemed this a success. This project start to finish challenged me in new ways beyond my artistic skill set. I had to really think about the game play design which I really enjoyed doing. I was thrilled to get a fully working world out the door and share it with a large audience in a short time frame. I certainly will be taking the lessons I learned from this game into projects to come.