Marvel / Disney · 2016

Doctor Strange

Creative Director · Global / US

A non-traditional launch ecosystem that introduced a first-time hero through reality-bending media: motion posters, holograms, and Tilt Brush VR.

Problem

A first-time character with abstract powers and unfamiliar mythology: traditional marketing couldn't convey the scale or mind-bending tone.

Solution

Every touchpoint echoed the film's themes of time, space, and perception: the campaign as an extension of the Strange universe, not promotion around it.

Results

Significant cultural buzz ahead of release; the debut grossed ~$677.8M worldwide: a standout for a single-character debut: establishing a major new Marvel franchise.

01: Motion poster: Live Art

The poster as a living surface, painted in front of the audience.

02: Motion poster

Key art bent through the film's own physics.

03: Hologram

Interdimensional rifts opened in physical space.

04: Tilt Brush VR

The Strange universe drawn from the inside, in room-scale VR.

05: Digital executions I

Reality-bending units built for placement, not for demos.

06: Digital executions II

The same rules of perception, applied across formats.

07: Social compilation

Motion posters and reality-bending social built to echo the film.

Results

$677.8MWorldwide gross: single-character debut